Archives of Nethys

Pathfinder | Starfinder

All Spells
Mystic | Technomancer


All Spells


Animate Dead: Create controlled undead creatures out of target corpses.
Arcane Eye: Invisible floating eye moves 30 feet per round and sends you visual information.
Arcane Sight: Magical sources become visible to you.
Arcing Surge: Deal 10d6 electricity damage in a 120-foot line.
Augury: Learn whether an action will be good or bad.
Battle Junkbot: Create a temporary robot from random junk, turning it into a deadly combatant.
Bestow Curse: Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.
Break Enchantment: Free creatures from curses, enchantments, and transmutations.
Call Cosmos: Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.
Caustic Conversion: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Chain Surge: 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.
Charm Monster: Make one creature believe it is your ally or one day per level.
Charm Person: Make one humanoid creature believe that it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute per level.
Command Undead: Undead creature obeys your commands.
Command: One creature obeys a select command for 1 round.
Command, Greater: One creature per level obeys select command for 1 round per level.
Commune with Nature: Learn about terrain for 1 mile per level.
Comprehend Languages: You understand all spoken, signed, and written or tactile languages.
Confusion: Targets behave randomly for 1 round per level.
Confusion, Lesser: One living creature is confused for 1 round.
Contact Other Plane: Ask questions of an extraplanar entity, with questionable results.
Control Gravity: Alter gravity in an area.
Control Machines: Command technological constructs within range telepathically.
Control Undead: Undead creatures follow your commands and don’t attack you.
Corrosive Haze: Cloud deals 4d8 acid damage per round, plus 10 additional damage.
Cosmic Eddy: Whirlwind deals 4d6 damage and knocks creatures prone.
Creation: Create a single object made of vegetable or mineral matter.
Crush Skull: Deal 18d8 damage to living creature’s head.
Dancing Lights: Create and direct up to four lights.
Darkvision: Grant ability to see 60 feet in total darkness.
Daze: Humanoid creature of CR 3 or lower is dazed.
Daze Monster: Target living creature of CR 5 or lower is dazed.
Death Ward: Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels.
Deep Slumber: Put a number of creatures whose CRs total 8 or less to sleep.
Destruction Protocol: Turn nonhostile technological construct against your foes.
Detect Affliction: Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction.
Detect Magic: Detect spells and magic items within 60 feet.
Detect Radiation: Detect radiation within 120 feet.
Detect Tech: Detect technological items with charges or that replenish charges within 60 feet.
Detect Thoughts: “Listen” to surface thoughts.
Dimension Door: Teleport a short distance.
Discern Lies: Reveal deliberate falsehoods.
Discharge: Disrupts or depowers one target technological item or construct.
Discharge, Greater: Disrupts or depowers multiple technological items or constructs.
Disguise Self: Change your appearance.
Disintegrate: Ray reduces one creature or object to dust.
Dismissal: Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
Dispel Magic: Cancel one magical spell or effect.
Dispel Magic, Greater: Cancel multiple magical spells or effects.
Displacement: Attacks miss target 50% of the time.
Divination: Gain useful advice for specific proposed actions.
Dominate Person: Control humanoid telepathically.
Energy Ray: Ray deals 1d3 acid, cold, electricity, or fire damage.
Enervation: Ray imposes 2 negative levels.
Enshrining Refuge: Targets can’t attack or be attacked, but can exist comfortably.
Entropic Grasp: Touch decays a construct or nonmagical manufactured item once per round per level.
Erase: Remove writings of either magical or mundane nature.
Ethereal Jaunt: You become ethereal for 1 round per level.
Explosive Blast: Deal 9d6 fire damage to creatures in a 20-foot radius.
Fatigue: Touched creature is fatigued.
Fear: All targets within a cone are panicked for 1 minute.
Feeblemind: Target’s Intelligence and Charisma scores drop to 1.
Flesh to Stone: Turn a creature into a statue.
Flight: Allow yourself or others to fly.
Fog Cloud: Create a fog that obscures vision.
Force Blast: Cone deals 2d6 force damage and bull rushes creatures.
Ghost Sound: Create minor illusory sounds.
Grave Words: Force a corpse to babble.
Gravitational Singularity: Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside.
Grease: Make a 10-ft. square or one object slippery.
Handy Junkbot: Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.
Haste: One creature per level moves and acts faster.
Healing Junkbot: Robot made of junk can perform Medicine tasks and drag unconscious creature to safety.
Heat Leech: Deal 13d8 cold damage to creatures in a cone.
Hold Monster: Paralyze one creature.
Hold Person: Paralyze one humanoid.
Hold Portal: Hold a door shut.
Hologram Memory: Extract a creature’s memory and replay it as a hologram.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Holographic Terrain: Create a large hologram that depicts terrain and structures.
Hurl Forcedisk: Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage.
Identify: Gain +10 bonus to identify items of a magic or technological nature.
Implant Data: Embed one piece of data per level in a target computer or system.
Inflict Pain: Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target.
Inflict Pain, Mass: Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level.
Inject Nanobots: Touch deals 4d8 damage to target and causes the confused condition.
Instant Virus: Inflict technological construct with disease.
Interplanetary Teleport: Teleport between planets.
Invisibility, Greater: Target is invisible for 1 round per level, even if it attacks.
Invisibility: Target is invisible for 1 minute per level or until it attacks.
Invisibility, Mass: Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell.
Irradiate: Flood area with dangerous radiation.
Jolting Surge: Touch deals 4d6 electricity damage.
Keen Senses: Target gains low-light vision and a +2 bonus to Perception checks.
Knock: Opens a locked or magically sealed door.
Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.
Logic Bomb: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
Magic Missile: Two missiles deal 1d4+1 force damage.
Make Whole: Restore 5d6 Hit Points to an object or construct.
Mending: Restore 1d4 Hit Points to an object or construct.
Microbot Assault: Cloud of tiny robots harasses creatures within it.
Mind Link: Instantly and telepathically communicate information to a creature.
Mind Probe: Potentially access a target creature’s memories and its knowledge.
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
Miracle:
Mirror Image: Create decoy duplicates of yourself.
Mislead: Make yourself invisible and create an illusory double of your likeness.
Modify Memory: Change 5 minutes of target’s memories.
Mystic Cure, Mass: Restore 3d8/5d8 + your Wisdom modifier Hit Points to one living creature per level.
Mystic Cure: Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature.
Nondetection: Hide target from divination and surveillance.
Overheat: Deal 2d8 fire damage to creatures in cone.
Overload Systems: Target creature has a 50% chance to lose each action.
Passwall: Create a passage through most walls.
Planar Barrier: Seal an area against all planar travel into or within it.
Planar Binding: Trap an extraplanar creature of CR 10 or lower until it performs a task.
Plane Shift: As many as eight creatures travel to another plane of your choice.
Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours.
Probability Prediction: Reroll one attack roll, save, or check.
Prying Eyes: Twenty floating eyes scout for you.
Psychic Surgery: Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions.
Psychokinetic Hand: Telekinetically move an object of 1 bulk or less.
Psychokinetic Strangulation: Concentrate to immobilize target and deal 3d8 damage per round.
Raise Dead: Restore life to a creature that died no more than 1 day per level ago.
Rapid Repair: Construct or weapon regains 2d8 Hit Points per round for 1 minute.
Ray of Exhaustion: Ray makes target exhausted.
Recharge: Replenish charges in a battery or item capable of holding charges.
Reflecting Armor: Sheath of mystical force can reflect damage back on foe.
Regenerate: Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue.
Reincarnate: Bring a target dead creature back to life in a random body.
Remove Affliction: Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature.
Remove Condition, Greater: Remove all harmful conditions affecting a creature.
Remove Condition, Lesser: Remove one minor harmful condition affecting a creature.
Remove Condition: Remove one moderate harmful condition affecting a creature.
Remove Radioactivity: Remove ongoing radiation effects from a creature or object.
Resilient Sphere: Force globe protects but traps one target.
Resistant Aegis: Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.
Resistant Armor, Greater: Grant DR 15/— or energy resistance 15 against four energy types.
Resistant Armor, Lesser: Grant DR 5/— or energy resistance 5 against two energy types.
Resistant Armor: Grant DR 10/— or energy resistance 10 to three energy types.
Restoration, Lesser: Dispel magical ability penalty or cure 1d4 ability damage.
Restoration: Restores ability score drain and negative levels.
Retrocognition: Gain psychic impressions of past events in a certain location.
Rewire Flesh, Mass: Deal 3d6 damage per round and reducing targets’ speed during that time.
Rewire Flesh: Turn target partially into a robot, dealing 3d6 damage per round and reducing speed.
Security Seal: Magically lock a portal, a container, or a security system.
See Invisibility: See invisible creatures or objects.
Shadow Walk: Step into a shadowy realm to travel to a destination rapidly.
Shadowy Fleet: Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area.
Share Language: Target understands chosen languages.
Shield Other: You take half of the target’s Hit Point damage.
Slow: One creature per level moves and acts slower.
Snuff Life: Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.
Soothing Protocol: Calm a target hostile technological construct.
Speak with Dead: Corpse answers up to six questions.
Spider Climb: Grant ability to walk on walls and ceilings.
Stabilize: Cause a dying creature to stabilize.
Status: Monitor condition and position of allies.
Subjective Reality: You convince yourself one creature or object is an illusion.
Suggestion, Mass: Compel one target per level to follow stated course of action.
Suggestion: Compel a target to follow stated course of action.
Supercharge Weapon: Touched weapon deals extra damage.
Sympathetic Vibration: Deal 2d10 damage per round to freestanding structure.
Synapse Overload: Target takes 18d8 damage and is staggered for 1 minute.
Synaptic Pulse, Greater: Stun all creatures within 20 feet for 1d4 rounds.
Synaptic Pulse: Stun all creatures within 20 feet for 1 round.
Telekinesis: Move an object, attack creatures, or hurl objects or creatures with your mind.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 damage to the target and object.
Telepathic Bond: Link allows allies to communicate.
Telepathic Jaunt: Use your telepathic bond with a creature to teleport to its location.
Telepathic Message: Send a short telepathic message and hear simple telepathic replies.
Telepathy: Communicate mentally with any creatures within 100 feet.
Teleport: Instantly teleport as far as 2,000 miles.
Terraform: Alter terrain and climate.
Token Spell: Perform simple magical effects.
Tongues: Target can speak and understand any language.
Transfer Charge: Move charges from one power source to another source of the same type.
True Seeing: Target can see things as they really are.
Unseen Servant: Invisible force obeys your commands.
Unwilling Guardian: Charm a target into protecting you during combat.
Veil: Change appearance of a group of creatures.
Vision: Answer a question about a person, place, or object.
Wall of Fire: 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.
Wall of Force: Invisible wall is difficult to destroy.
Wall of Steel: Wall has 45 Hit Points per inch of thickness and hardness 15.
Waves of Fatigue: Several targets become fatigued.
Wish:
Wisp Ally: Create wisp of energy that shines light and distracts an enemy.
Zone of Truth: Creatures within range can’t lie.