Spells
Drawing upon the Dimension of Time, you speed your steps until your every movement is a blur of motion. | |
You grant a barathu increased control over its own powers of adaptation. | |
You coat the area in conjured acid, which quickly pools on the ground. | |
A storm deals 3d6 damage for 1 round per level, imposes a 50% miss chance, and staggers enemies at its end. | |
You call forth the corrosive atmosphere of a gas giant to damage your opponents. | |
Dwarves created adamantine shot to turn common ammunition into deadly projectiles with siege and mining potential. | |
You create a molecular bond between objects. | |
You alter the chemical composition of your vital fluids to become a glue-like substance when exposed to air. | |
You instantly teleport from your current location to any other spot within range, leaving behind an insubstantial image of yourself. | |
You do a cosmic search of the Akashic Record for information about a topic. | |
You sift through the Akashic Record to view a shadow of the past day’s events that happened. | |
You create perfect documentation of your physical body in the Akashic Record at the time the spell is cast, allowing you to later recall this record and reconstruct your body as it was when you cast this spell. | |
You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task. | |
You conjure a toxic algae bloom composed of particles that are sufficiently tiny to bypass standard environmental protections. | |
You cause a corpse to change to suit a narrative you choose. | |
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. | |
Your body briefly shifts into an amorphous form, enabling you to circumvent certain attacks and squeeze through tight spaces. | |
You conjure and attach a cable to an immobile object. | |
Briefly control a suit of armor | |
Create controlled undead creatures out of target corpses. | |
You conjure and attach a cable to an immobile object. | |
Calm an area of radiation, the strength of which depends on your caster level. | |
You temporarily transform part or all of your body into water, gaining unique abilities. | |
Invisible floating eye moves 30 feet per round and sends you visual information. | |
Magical sources become visible to you. | |
You magically remove data from the target computer or module. | |
Deal 10d6 electricity damage in a 120-foot line. | |
You create a burst of pressurized boiling water. | |
You release a howl of primal rage, echoing the pain of Dreamers awoken by injury. | |
Learn whether an action will be good or bad. | |
You manifest an invisible and intangible sensor that hovers one foot above your head. | |
You install an AI into a vehicle that can control the vehicle in place of an actual pilot. | |
Turn a computer into a friendly AI that you and up to four other creatures are authorized to use. | |
Change the target's shape to that of a smaller, weaker creature | |
Change the target's shape to that of a smaller, weaker creature | |
You overstimulate the senses of the affected creature, causing its senses to interfere with another. | |
Create a temporary robot from random junk, turning it into a deadly combatant. | |
You compose a deadly song that unleashes dissonant chords in a cone-shaped burst in front of you. | |
Creates a psychic link that gives a bonus to initiative and other benefits. | |
Creates a psychic link that gives a bonus to initiative. | |
You hurl your voice to distract creatures with nonstop chatter. | |
You become a conduit for all possible realities and timelines, enabling you to twist events with little warning. | |
You transform the target’s brain, allowing them to see sounds, hear scents, and otherwise perceive sensory input using multiple sensory organs.. | |
Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns. | |
Create an identical copy of you. | |
You cause a 30-foot-diameter sphere of water or other liquid to fill with bioluminescent plankton. | |
You attune the target to the surrounding environment. | |
You energize the target’s natural healing. | |
Create a shroud that protects against attacks and lets you fly. | |
Create a taclash out of nanites with extra abilities. | |
Create a magic taclash with extra abilities. | |
Conjure a door that blocks off a hallway. | |
You rewind a living creature’s personal timeline to an earlier point in their life cycle. | |
Change the appearance, scent, sounds, and mannerisms of a target to match those of another | |
You lend some of your magical power to an ally as they cast a spell with a casting time of 1 round or less. | |
Gain the benefits of a corruption from someone else. | |
Free creatures from curses, enchantments, and transmutations. | |
You attune the target to the surrounding environment. | |
You get a sense of the best way to interact with the target to encourage positive regard toward you. | |
Creates a cloud that blocks vision and causes fire damage. | |
Access a computer, control panel, or other similar digital device protected by a password. | |
You transform your outer layer into solid rock, amplifying your offense and defense. | |
Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage. | |
Gain bonuses against mind-affecting effects. | |
You conjure a pack of Tiny whimsical cats that scamper and perch within 30 feet of you wherever you move. | |
Your mouth expands and your teeth grow sharp, granting you a bite attack. | |
Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds. | |
You hurl your voice to distract creatures with nonstop chatter. | |
You cause a rapid change of pressure in liquid to form vapor-filled cavities, causing damaging localized shock waves. | |
Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 round. | |
You alter the target’s emotions and perceptions concerning a particular creature or topic. | |
You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. | |
You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. | |
You weaken the border between one of the outer planes and the area, drawing concentrated planar essence down to the battlefield in beams of volatile energy. | |
Make one creature believe it is your ally or one day per level. | |
Make one humanoid creature believe that it is your ally. | |
Give a creature a bonus to Charisma-based checks, and speed its gathering of information. | |
You unfetter yourself in time, rapidly performing a variety of actions in the blink of an eye. | |
You create a faint, multicolored aurora around the target, providing resistance against energy attacks. | |
You create a faint, multicolored aurora around the target, providing resistance against energy attacks. | |
You appear to teleport across the battlefield in short jumps, make attacks, and then teleport again. | |
You rocket the target forward through time, sending them careening across the battlefield. | |
You create and hurl a sphere of temporal distortion at a foe, disrupting their body and slowing their movements. | |
Change the chemical composition of up to 1 bulk of liquid per level. | |
Hear or see at a distance for 1 minute per level. | |
You tweak a creature’s genetic code, altering its environmental adaptations to better suit the surrounding climate. | |
One creature obeys a select command for 1 round. | |
Make a creature seem more imposing and charismatic. | |
Undead creature obeys your commands. | |
One creature per level obeys select command for 1 round per level. | |
Targets gain a morale bonus to saving throws against fear effects and increase bonus provided by covering and harrying fire | |
Learn about terrain for 1 mile per level. | |
Learn information about the planet you occupy, or about a planet in whose orbit you’re within. | |
You forge a telepathic link with a pet, mount, or other creature. | |
You fill the target’s mind with self-doubt, pernicious ruminations, and crushing inadequacy. | |
Gain a +2 insight bonus to Culture checks about a specific culture made within the spell’s duration. | |
You understand all spoken, signed, and written or tactile languages. | |
This spell compresses the body of the target, reducing their size by one category. | |
Rather than shaping your magical power into a specific spell, you exude raw magic as a destructive aura. | |
Targets behave randomly for 1 round per level. | |
One living creature is confused for 1 round. | |
You rapidly conjure and assemble the components to make a grenade. | |
Ask questions of extraplanar entity. | |
Alter the corrosiveness, density, or toxicity of the surrounding atmosphere | |
Alter gravity in an area. | |
Command technological constructs within range telepathically. | |
Undead creatures follow your commands and don’t attack you. | |
You alter the movement of air in an area around you. | |
You cause the energy cells of a technological item to corrode, causing it to unreliably hold a charge. | |
Cloud deals 4d8 acid damage per round, plus 10 additional damage. | |
Whirlwind deals 4d6 damage and knocks creatures prone. | |
You create a specific type of ammunition, such as arrows or a battery, and conjure it in hand or a place within range. | |
Create a single object made of vegetable or mineral matter. | |
Deal 18d8 damage to living creature’s head. | |
You force unstable magic into the ground, causing jagged crystals to erupt in the area. | |
You create three electrified crystal proximity mines under the ground within range. | |
You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable. | |
You siphon magical energy from a spell, casting dampen spell as a reaction when you observe the triggering spell being cast within range. | |
The target becomes encased in a field that dampens sounds and vibrations. | |
Create and direct up to four lights. | |
Grant ability to see 60 feet in total darkness. | |
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 launch an opponent’s mind forward in time, forcing them to experience a day’s events in a moment. | |
one humanoid creature of CR 3 or lower | |
Target living creature of CR 5 or lower is dazed. | |
Create bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area. | |
You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath. | |
Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels. | |
You accelerate a living opponent’s personal timeline to the end of their natural life cycle. | |
You dilate time and space around a creature, creating a set of confusing afterimages that make it difficult to pinpoint their exact movements. | |
Put a number of creatures whose CRs total 8 or less to sleep. | |
The target becomes infused with the resilience of a defrex and sprouts bristling spines. | |
You rapidly age a computer system, module, or construct, introducing errors, overloading systems, and degrading its software. | |
Delay one computer’s countermeasures. | |
You strip the target creature of key knowledge. | |
Turn nonhostile technological construct against your foes. | |
You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. | |
Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. | |
Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. | |
Detect spells and magic items within 60 feet. | |
Detect radiation within 120 feet. | |
Detect technological items with charges or that replenish charges within 60 feet. | |
"Listen" to surface thoughts. | |
Teleport from one computer to another within range | |
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. | |
Teleport a short distance. | |
Prevent a target from leaving the plane | |
You instantly transfer yourself from your current location to a spot within range that’s occupied by another creature. | |
Cause creatures to become encumbered | |
Reveal deliberate falsehoods. | |
Disrupts or depowers one target technological item or construct. | |
Disrupts or depowers multiple technological items or constructs. | |
Change your appearance. | |
Ray reduces one creature or object to dust. | |
Force a creature to return to its native plane. | |
Cancel one magical spell or effect. | |
Cancel multiple spells or effects. | |
You deposit a memory into a small object. | |
Attacks miss target 50% of the time. | |
You harness the vibrations in your body and a body you strike. | |
Your speech is audible over long distances. | |
You distract a creature with a sudden illusory noise or image. | |
Gain useful advice for specific proposed actions. | |
You adopt the intimidating aura of a god. | |
Control humanoid telepathically. | |
You overwhelm the target with pleasant visions and thoughts of their home. | |
You briefly summon an iridia, a spectra native to the Drift, to deliver a message for you. | |
You glimpse a narrow range of possibilities related to a starship’s next Drift journey. | |
You instantly copy all data stored on a single computer or secure data module. | |
By touching the target you inflict bludgeoning damage that has the force descriptor to your opponent. | |
You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage. | |
Swirling psychic matter, known as ectoplasm, erupts from a point you choose. | |
You launch a writhing tendril of ectoplasm to snare a creature. Make a ranged attack roll against your target’s EAC. | |
You manipulate a technological creature’s code in such a way that causes it to roll twice and take the worse result. | |
You overwhelm your opponent’s ego, diminishing its sense of self, hope, and confidence. | |
You create a charming electrical light show. | |
Give kinetic weapons the ability to bypass material-based damage reduction | |
You tap into the power of two elemental planes, mix their energy together, and then release it around you in a powerful explosion. | |
Leaves a trail of fire behind you. | |
You wrap the target in the cold of the Negative Energy Plane, numbing its body. | |
You transmit your emotions into the surrounding area, allowing you to empathically communicate with others. | |
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 alternate benefits. | |
You trace a symbol or phrase upon a nonmagical object or solid surface which becomes permanently imprinted. | |
Extend the infinite worlds feature’s duration. | |
Ray deals 1d3 acid, cold, electricity, or fire damage. | |
Ray imposes 2 negative levels. | |
Targets can’t attack or be attacked, but can exist comfortably. | |
Touch decays a construct or nonmagical manufactured item once per round per level. | |
You sheath a starship in a protective envelope, shielding it from the hunger of the Void. | |
Remove writings of either magical or mundane nature. | |
You rapidly rewind time for all creatures in the area to a moment before they were born, potentially erasing them from existence completely. | |
You become ethereal for 1 round per level. | |
You harden ethereal matter into interplanar blades that are invisible to those who cannot see into the Ethereal Plane. | |
Deal 9d6 fire damage to creatures in a 20-foot radius. | |
You magically amplify or add to a target’s senses. | |
Turn 1 bulk of inert matter into an equal amount of junked electronic equipment, suitable for certain spells | |
You rapidly rewind time for all creatures in the area to a moment before they were born, potentially erasing them from existence completely. | |
Touched creature is fatigued. | |
Frighten a single living creature that’s of CR 4 or lower for 1d4 rounds. | |
You wrap the target in a fearsome aura. | |
Target’s Intelligence and Charisma scores drop to 1. | |
You summon a swarm of mischievous fey creatures armed with various tiny weapons who fly around chaotically. | |
You form a fist of divine energy and thrust it outward, damaging and potentially knocking down your enemies. | |
You cause water in the spell’s area to instantly boil. | |
Turn a creature into a statue. | |
One creature or object per level falls slowly. | |
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. | |
Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. | |
Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. | |
You cause targeted creatures to rise or sink in water. | |
Create a fog that obscures vision. | |
Cone deals 2d6 force damage and bull rushes creatures. | |
You create an immobile, invisible but hollow cube of force composed of bars or solid walls. | |
You fling a willing ally across the battlefield. | |
You channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. | |
You pull open the seams of the universe, forcing the target to view what truly sits in the dark between the stars. | |
Create minor illusory sounds. | |
This spell functions as true seeing, except as noted. | |
You give the target a vision of the end of the Material Plane as it’s consumed by entropy. | |
Create a mote of light from the Shadow Plane, which draws other nearby lights down into shadow. | |
A barrier of light, colored as you choose, springs into existence. | |
You entrap a creature in a cage of thorny brambles that erupts from the ground around them. | |
Force a corpse to babble. | |
Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside. | |
By manipulating electromagnetic forces acting on your target, you change its movements. | |
Create a point of high gravity that knocks creatures in the area prone and pulls them closer to the center. | |
Make a 10-ft. square or one object slippery. | |
Remove all harmful conditions affecting a creature. | |
Grant DR 15/— or energy resistance 15 against four energy types. | |
You channel visions of a grim future into your target’s mind. | |
Make a 10-ft. square or one object slippery. | |
You cause water in the spell’s area to form a twisting whirlpool that drags creatures in and down. | |
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. | |
A barrage of fist-sized hailstones pelts the area. | |
Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks. | |
You create small glowing spheres that orbit your head. | |
You collect energy from major electrical discharges that occur within the area of the spell. | |
One creature per level moves and acts faster. | |
The target’s illusory face grants them a bonus to Intimidate checks and the ability to frighten foes. | |
Armor interferes with the wearer’s movement. | |
Haunt an enemy’s weapons, interfering with attacks made with those weapons. | |
Deal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst. | |
You turn a pile of technological junk into a robot that can perform basic healing tasks. | |
Deal 13d8 cold damage to creatures in a cone. | |
You or a targeted creature sprout two vestigial hands that can hold and manipulate objects. | |
Targeted creatures sprout two vestigial hands that can hold and manipulate objects. | |
Cause a small arm or one-handed melee weapon with the operative special property in your hand to meld with your flesh. | |
Paralyze one creature. | |
Paralyze one humanoid. | |
Hold a door shut. | |
Extract a creature’s memory and replay it as a hologram. | |
Create a silent hologram of your design. | |
You conjure a holographic interface you can use to communicate with the target computer. | |
Create a large hologram that depicts terrain and structures. | |
Conjure a hovering disk to ride or transport cargo. | |
Create several hovering disks of force for creatures to ride or to transport cargo. | |
Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage. | |
You cause the ambient atmosphere or water to flash freeze, creating a jagged icicle that deals cold and piercing damage. | |
You encase a creature in a block of ice. | |
By invading targets with your psychic presence, you isolate parts of their minds, preventing them from functioning in a coherent manner | |
Gain a +10 bonus to identify items of a magic or technological nature. | |
This spell causes all creatures in the area to perceive all other creatures as copies of someone they have a strong impression of. | |
Use illusory stars to grant a +3 bonus to Bluff checks made to convince creatures of their location. | |
Embed one piece of data per level in a target computer or system. | |
Targeted creatures lose proficiency with one type of weapons | |
Alter a target’s blood to deal 3d8 damage per round and impose the sickened condition. | |
Cause your target to become sickened and develop painful blisters and boils. | |
Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target. | |
Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level. | |
Touch deals 4d8 damage to target and causes the confused condition. | |
You manifest an injury from the target’s future or past. | |
Briefly conjure a cybernetic augmentation. | |
Inflict technological construct with disease. | |
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. | |
Teleport between planets. | |
Target is invisible for 1 minute per level or until it attacks. | |
Technological items can’t detect target. | |
Target is invisible for 1 round per level, even if it attacks. | |
Flood area with dangerous radiation. | |
Touch deals 4d6 electricity damage. | |
Turn junk into light armor or upgrade light armor to heavy armor | |
You turn a pile of technological junk into a barricade that provides cover. | |
You energize a small pile of junk. | |
You transform a pile of technological junk into three grenades. | |
You turn a pile of technological junk into fetters and shackles that restrain a creature within range. | |
You turn a pile of technological junk into an extradimensional shelter. | |
You summon sharp fragments of technological junk that fly toward your target. | |
Turn junk into a one-handed melee weapon | |
You can use magic to temporarily fix an object. | |
Target gains low-light vision and a +2 bonus to Perception checks. | |
Opens a locked or magically sealed door. | |
Briefly conjure a cybernetic augmentation.Learn the exact location of one creature on the same world as you. | |
Fill a chamber or hall with deadly laser beams. | |
You prevent a creature from dying due to suffocation. | |
You transform the ground or floor into a pool of lava about one foot deep. | |
Remove one minor harmful condition affecting a creature. | |
Grant DR 5/— or energy resistance 5 against two energy types. | |
Dispel magical ability penalty or cure 1d4 ability damage. | |
Encase targeted creatures with a shell of tolerable atmosphere. | |
You siphon part of your lifeforce into an unseen reservoir. | |
Holographic lifting frame increases the target’s Strength modifier for carrying capacity and destroying objects. | |
You can mentally focus to determine the direction and distance to your hive. | |
Target computer deals 6d6 energy damage to the first creature that tries and fails to use it. | |
You conjure a shining beacon that flies across the battlefield, latching onto a target in range. | |
You launch magical projectiles from your fingertips. | |
You place a magical mark on the target. | |
Two missiles deal 1d4+1 force damage. | |
You place a seal on a creature, possibly preventing it from casting spells, using spell-like abilities, and using supernatural abilities that affect anything other than it. | |
You create a seal that suppresses magic in an area. | |
Create nearly invisible tendrils of energy that assist you. | |
Restore 5d6 Hit Points to an object or construct. | |
Operate a weapon or technological item from a distance. | |
Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell. | |
Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level. | |
You learn the approximate measurements of creatures and objects you can observe in the area. | |
Create a small number of nutritional supplements. | |
You inspire a moment of confusion that causes a creature to forget what occurred over the last round if it fails its saving throw. | |
You copy one memory you have and cause it to crystallize into a small prism. | |
Restore 1d4 Hit Points to an object or construct. | |
Cause creatures to forget how to use their feats and abilities | |
You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. | |
You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. | |
You create an anti-telepathic field around yourself. | |
You merge your consciousness with one touched creature, sharing your strengths and compensating for each other's weaknesses. | |
You compare two similar items and know if they are identical to one another or not. | |
Create air that sickens those who breathe it. | |
Cloud of tiny robots harasses creatures within it. | |
Increase the amount of bulk a creature can carry | |
Instantly and telepathically communicate information to a creature. | |
Potentially access a target creature’s memories and its knowledge. | |
Swap your mind with the target | |
Mentally deal 2d10 damage to one target. | |
You split your mind, retaining your normal consciousness but gaining two other personas. | |
You conjure a miniature messenger robot that appears in your space. | |
Alter reality to better suit you. | |
Create decoy duplicates of yourself. | |
The next time the targeted object is used in a way that consumes charges or ammo, the device fails to work. | |
Make yourself invisible and create an illusory double of your likeness. | |
Change 5 minutes of target’s memories. | |
You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward. | |
For the duration of the spell, the sounds emitted by the target object or creature can be manipulated along the full sound spectrum. | |
You instill intense feelings of uncertainty in a creature. | |
Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature. | |
You grant the target a barrier that deflects magic and absorbs supernatural damage. | |
You grant the target a barrier that deflects magic and absorbs supernatural damage. | |
You grant the target a barrier that deflects magic and absorbs supernatural damage. | |
Target becomes a cloud of floating nanites. | |
Restore hit points to an undead creature | |
You interpose your will between the casting of a spell and the magical energies powering that spell, preventing it from manifesting in this reality. | |
Send a terrible nightmare to a distant target. | |
Hide target from divination and surveillance. | |
You instill in the target an overwhelming obsession for new experiences. | |
You obscure the Drift beacons in your current star system, making it more difficult to travel to that system. | |
While you hold the touched object, it transmutes into tools you need for Engineering checks. | |
Protect a vehicle, construct, or technological device from environmental hazards. | |
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 touch one object and understand the gist of a single data set contained within the object. | |
Deal 2d8 fire damage to creatures in cone. | |
Target creature has a 50% chance to lose each action. | |
Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals | |
Force a creature to lash out at everyone, even their friends. | |
You siphon some of the healing energy that would otherwise affect the target. | |
Create a passage through most walls. | |
Gain a +3 bonus to checks to arm explosives, disable devices, and repair items. | |
You form a subtle mental link between yourself and the targets, enabling the targets to analyze and learn from your future errors. | |
Recall one memory unaltered by magic perfectly. | |
You alter gravity’s effects on you. | |
You conjure a 5-foot storm of razor-sharp leaves and flower petals from another world. | |
You create an illusion of a complex maze that creatures in the area perceive. | |
Summon a ghostly motorcycle. | |
You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor. | |
Drawing upon the order and stability of the lawful outer planes, you stabilize a creature’s form with a touch. | |
Drawing upon the order and stability of the lawful outer planes, you stabilize a creature’s form with a touch. | |
Gain +10 to Piloting checks for navigation. | |
Seal an area against all planar travel into or within it. | |
Trap an extraplanar creature until it performs a task. | |
You open and step through an extraplanar detour that teleports you and infuses your weapons with that plane’s matter or energy. | |
As many as eight creatures travel to another plane you choose. | |
You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties. | |
You superimpose the surface of a dying star onto the battlefield, forming a field of roiling plasma. | |
You conjure a volatile string of plasma and lash the target. | |
You briefly split your personal timeline into three paths. | |
The affected area becomes a vacuum. | |
You generate an arctic storm of harsh winds and battering hail and snow. | |
Change the target's shape into that of another creature | |
Change multiple target's shapes to that of another creature | |
As a reaction, shout a warning to an ally and grant that ally concealment against an attack. | |
Concentrate on an enemy, predict their actions, and prepare an appropriate response. | |
You harmlessly render a willing or unconscious living creature inert, placing it in stasis where it does not need to eat, breathe, or sleep. | |
For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through. | |
You increase the water pressure in a 20-ft. radius sphere. | |
Prevent anyone from viewing or scrying an area for 24 hours. | |
Reroll one attack roll, save, or check. | |
Targets can reroll one attack roll, save, or check. | |
You magically propel yourself through the air to a space within range. | |
You shroud yourself with traces of negative energy, appearing to undead creatures as if you’re undead. | |
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. | |
You ward an area to alert you when creatures enter without your permission. | |
Twenty floating eyes scout for you. | |
You draw insights from the target’s memories and emotions. | |
You project a sonar-like blast of psychic energy that rebounds a moment later. | |
Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions. | |
Telekinetically move an object of 1 bulk or less. | |
A targeted creature takes damage and is pushed back. | |
Concentrate to immobilize target and deal 3d8 damage per round. | |
Tiny needles deal damage plus additional bleed damage for 3 rounds. | |
Creates 3 orbs that can absorb fire damage for the user. | |
Adjacent creatures who are unaware of your true form are flat-footed until the beginning of their next turn. | |
You change the appearance of armor and clothing you wear. | |
You fire a beam of radiation at an opponent. | |
Restore life to a creature that died no more than 1 day per level ago. | |
Casting this spell grants you and each ally within range sonic resistance 5 and 10 temporary Hit Points. | |
You implant a devastating trap into a computer, causing it to overload when operated. | |
Construct or weapon regains 2d8 Hit Points per round for 1 minute. | |
Ray makes target exhausted. | |
Gives you a single use bonus in the near future. | |
You magically right a creature that’s disoriented while floating in a zero-gravity environment. | |
Concentrate on an ally, and shift them up to 10 feet once per round when it’s most convenient. | |
Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target. | |
Reanimate a recently destroyed construct or undead | |
Turn a destroyed construct into a creature that obeys your spoken commands. | |
Once during the duration, as a reaction, you can reroll a failed skill check to recall knowledge. | |
Replenish charges in a battery or item capable of holding charges. | |
Sheath of mystical force can reflect damage back on foe. | |
This spell attacks the target creature’s programming, erasing important subroutines that allow the creature function. | |
Grow back target’s severed limbs, restore 12d8 Hit Points, and remove
exhaustion and fatigue. | |
Bring a target dead creature back to life in a random body. | |
Targeted creature is sickened and can't use any augmentations for the duration | |
Through an intense meditative trance, you peer into the past and experience a glimpse of historical events. | |
Remotely operate the controls of a computer or vehicle out to a short distance. | |
You transfer a sliver of your consciousness into a vehicle, enabling you to take actions to pilot it remotely. | |
Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature. | |
Remove one moderate harmful condition affecting a creature. | |
Remove ongoing radiation effects from a creature or object. | |
This spell creates a digital representation of an extraplanar creature, object, or magical effect. | |
You modify a comm unit, causing it to broadcast an electrical signal that creatures of a chosen type find unbearable. | |
Force globe protects but traps one target. | |
Automatically succeed at saving throws against weak radiation and suppress radiation sickness. | |
Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types. | |
Grant DR 10/ or energy resistance 10 to three energy types. | |
Restores ability score drain and negative levels. | |
As a reaction after an ally uses a consumable item, you can rewind time to the moment before the item’s use. | |
Gain psychic impressions of past events in a certain location. | |
You modify the wavelengths emitted by the target, transforming the device into a magical light source for the purpose of piercing supernatural darkness. | |
Turn target partially into a robot, dealing 3d6 damage per round and reducing speed. | |
Deal 3d6 damage per round and reducing targetss’ speed during that time. | |
You unknit the fabric of time and remake it to suit your will. | |
You briefly become a miniature River Between, coursing across the landscape in an instant. | |
You briefly transform into a rocket of flame and blast forward. | |
You briefly transform into a rocket of flame and blast forward. | |
With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. | |
You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity. | |
In your time of need, you call upon a spirit of your school to help you. | |
You banish a storage container to a random location on the Ethereal Plane. | |
Protect a building or starship with various technological and magical defenses. | |
Magically lock a portal, a container, or a security system. | |
See invisible creatures or objects. | |
Cause a single attack to ignore cover and concealment | |
Change the appearance, scent, sounds, and mannerisms of a target to match those of another | |
Using a complicated digital program encoded on a magical subroutine, the target’s digital footprint attempts to match information stored in local security databases. | |
You conjure haunting ghosts of a forgotten past into the area. | |
Merge yourself with the essence of Shadow, giving you great powers for a time. | |
Travel through the Shadow Plane to move to a distant shadow. | |
Step into a shadowy realm to travel to a destination rapidly. | |
Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area. | |
Target understands chosen languages. | |
Target shares memory with you and five others. | |
You must be a barathu to learn this spell. | |
For the duration, you radiate a field of altered gravity. | |
The target gains bonus to Perception checks and blindsight. | |
You take half of the target’s Hit Point damage. | |
Waves of shifting shadows obscure the appearance of creatures caught within the emanation. | |
A creature or weapon can deal a different type of energy damage as well as extra damage. | |
With a touch, you apply a voracious acid to the target, causing their body to decay, rust, or crumble rapidly. | |
You shrink the target item, transmuting it into a smaller version of itself. | |
You conjure a massive spectral shipwreck that drops into the designated area then vanishes. | |
Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target. | |
You tear open two temporary rifts, falling into one and exiting at the other. | |
Summon a chain from the Shadow Plane to trip your enemy. | |
One creature per level moves and acts slower. | |
Noxious fog cloud sickens creatures. | |
You peer a split second into the future to line up a perfect shot. | |
Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs. | |
You can recover from social blunders and cultural misinterpretations so quickly, as if they never happened. | |
Creatures near you must succeed at a Will saving throw or be fascinated for 1 round. | |
Creatures near you are fascinated or dazzled for 1d4 rounds. | |
You transform your body and your equipment into semisolid sound. | |
You scream at your opponents, sending your voice rippling through air and water currents. | |
Calm a target hostile technological construct. | |
You engulf an area in a comet-like spiral of energy, untethering the souls or animating vital essence from undead in the area. | |
You draw forth a tiny bit of your essence to attack your opponent. | |
You agitate molecules within the surface of the object you touch. | |
Corpse answers up to six questions. | |
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. | |
Grant ability to walk on walls and ceilings. | |
A benevolent spirit steadies a creature wearing armor, offsetting flat-footed and off-kilter penalties. | |
A benevolent spirit inhabits a computer and can make Computers checks you request. | |
This spell connects you and allies in the area on a spiritual level. | |
You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. | |
Drawing upon your own magical essence, you create a Tiny magical spirit to assist you. | |
You speed the growth of a seed you touch, causing it to instantly sprout. | |
Cause a dying creature to stabilize. | |
Hailing plasma deals 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area. | |
You attempt to form a miniature star’s core inside your target. | |
An immobile, vertical curtain of glowing, electromagnetically charged gas springs into existence . | |
You conjure a sparkling bridge made of quintessence from the Astral Plane. | |
You can better control your movement in zero gravity. | |
Monitor condition and position of allies. | |
You paralyze the target’s heart, causing intense pain and weakness. | |
You surround yourself with an intangible crystalline sphere that grants you electricity resistance. | |
You momentarily transpose the position of the limbs the target is using to move. | |
You convince yourself one creature or object is an illusion. | |
A sleeve of ice encases your striking limb. | |
You pull a high-speed race from another world into your own, superimposing it onto the area. | |
Compel a target to follow stated course of action. | |
Compel one target per level to follow stated course of action. | |
You summon the body of a deceased creature. | |
This spell summons an extraplanar creature. | |
You conjure several Drift beacons into your current star system. | |
You supercharge the target armor. | |
Touched weapon deals extra damage. | |
You create a field of dampening magic. | |
You paralyze the target’s heart, causing intense pain and weakness. | |
You gently coax the surrounding terrain into a defensive dome capable of protecting you from harmful environments. | |
You sift through the threads of this timeline and rearrange them to your liking. | |
You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace. | |
Deal 2d10 damage per round to freestanding structure. | |
Target takes 18d8 damage and is staggered for 1 minute. | |
Stun all creatures within 20 feet for 1 round. | |
Stun all creatures within 20 feet for 1d4 rounds. | |
You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet. | |
Move an object, attack creatures, or hurl objects or creatures with your mind. | |
Telekinetically hurl an object, dealing 1d6 damage to the target and object. | |
Link allows allies to communicate. | |
Use your telepathic bond with a creature to teleport to its location. | |
Send a short telepathic message and hear simple telepathic replies. | |
Communicate mentally with any creatures within 100 feet. | |
Instantly teleport as far as 2,000 miles. | |
You create an imperceptible beacon marking your exact point in time and space at that instant. | |
You rewind time to a moment of missed opportunity and unleash the damage from a failed attack. | |
You shift positions in your current timeline to avoid damage dealt by an attack. | |
You cause a ripple in time that affects all creatures in the area. | |
You project a wave of temporal disruption that batters and disorients all creatures in the area. | |
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. | |
You conjure a magical 10-foot-square vehicle in an unoccupied space within range. | |
Alter terrain and climate. | |
You overload a target’s mind with so much psychic stimuli that it ripples to another target. | |
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. | |
You distort time in the area, forcing it to pass slowly. | |
You push an object forward or backward through time. | |
You immerse a creature in a time loop of your creation. | |
You immerse creatures in a time loop of your creation. | |
You refract latent energy from the Dimension of Time into your current plane in the form of a massive blade. | |
Perform simple magical effects. | |
Target can speak and understand any language. | |
You place a unique magical mark on a creature or object. | |
Move charges from one power source to another source of the same type. | |
Transfer your mind into a computer or willing technological construct, and control its functions. | |
Transfer your mind into a computer or willing technological construct, and control its functions. | |
You transfer crucial seconds from yourself to nearby creatures. | |
You instantly transfer an object held in your hand to the hand of a willing creature within range. | |
By drawing on the latent energy that surrounds everything, you trigger a series of magical explosions. | |
You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray. | |
You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray. | |
Target can see things as they really are. | |
Assault a group of creatures with shadowy tentacles. | |
You form the crater of an active volcano at a target location, immediately exposing all creatures in the area to lava. | |
You presciently react or tug on the strands of fate. | |
You can nudge the universe into undoing the target’s mistakes and allowing the target a second chance. | |
You partially untether an ally from the flow of time, enabling them to perform minor tasks with remarkable speed. | |
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. | |
You unravel the magic imbuing a magic item, permanently removing its magical properties. | |
Invisible force obeys your commands. | |
Assault a group of creatures with shadowy tentacles. | |
Charm a target into protecting you during combat. | |
You transform the target, rapidly updating its components and mechanisms to modern design standards for the spell’s duration. | |
This spell temporarily empowers the abilities of a summoned creature. | |
This spell temporarily empowers the abilities of a summoned creature. | |
Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area. | |
You override the will of another spellcaster, taking control of their spell. | |
The object you touch becomes invisible. | |
You make the object you touch appear to be broken or otherwise worthless. | |
Change appearance of a group of creatures. | |
You touch a weapon that deals bludgeoning, piercing, or slashing damage and imbue it with poison. | |
You emit a blast of rapidly growing roots, branches, vines, and thorns that puncture creatures in a line. | |
You turn data into plant matter that either instantly explodes outward or lurks within a device. | |
Create a temporary robot made of junk that can protect you from ranged or melee attacks. | |
Create a virus in a recently dead body, allowing it to strike again and potentially spread the virus further. | |
Answer a question about a person, place, or object. | |
Reaching to worlds beyond, you siphon your foe’s life force as a shared offering to some extraplanar entity. | |
You grant one or more targets the ability to survive in vacuum. | |
The target’s mind is flooded with elder mysteries from the dark between the stars, galaxies, and dimensions. | |
You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. | |
You cause a massive sheet of flowing air to appear. | |
An earthen barrier springs into existence, anchored to surrounding solid surfaces. | |
Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage. | |
A billowing wall of dense mist forms in a vertical plane. | |
Invisible wall is difficult to destroy. | |
An icy barrier springs into existence. | |
This spell functions as _wall of fog_, except you can select one side of the wall to give off searing steam. | |
Wall has 45 Hit Points per inch of thickness and hardness 15. | |
Wall has 15 Hit Points per inch of thickness and hardness 10. | |
You create a faint vertical field that warps time and space. | |
You magically alter whatever clothes you’re wearing, transforming them into a new outfit. | |
Alter reality to better suit you. | |
You blast your target with the ripples of myriad realities, causing it to transform in unpredictable ways that are typically temporary. | |
You thrust a wave of mental determination at up to three targets. | |
Several targets become fatigued. | |
You burden the targets with all the aches, pains, and sorrows of a lifetime. | |
Alter reality to better suit you. | |
Create wisp of energy that shines light and distracts an enemy. | |
You drain the moisture and vitality from your surroundings. | |
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. | |
You confer upon the target sense through (vision) with a range of 60 feet. | |
Creatures within range can’t lie. |