Archives of Nethys

Pathfinder | Starfinder

All Spells
Mystic | Technomancer


Technomancer Spells


0-Level

Dancing Lights: Create and direct up to four lights.
Daze: Humanoid creature of CR 3 or lower is dazed.
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.
Energy Ray: Ray deals 1d3 acid, cold, electricity, or fire damage.
Ghost Sound: Create minor illusory sounds.
Mending: Restore 1d4 Hit Points to an object or construct.
Psychokinetic Hand: Telekinetically move an object of 1 bulk or less.
Telepathic Message: Send a short telepathic message and hear simple telepathic replies.
Token Spell: Perform simple magical effects.
Transfer Charge: Move charges from one power source to another source of the same type.

1st-Level

Comprehend Languages: You understand all spoken, signed, and written or tactile languages.
Detect Radiation: Detect radiation within 120 feet.
Detect Tech: Detect technological items with charges or that replenish charges within 60 feet.
Disguise Self: Change your appearance.
Erase: Remove writings of either magical or mundane nature.
Flight: Allow yourself or others to fly.
Grease: Make a 10-ft. square or one object slippery.
Hold Portal: Hold a door shut.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Identify: Gain +10 bonus to identify items of a magic or technological nature.
Jolting Surge: Touch deals 4d6 electricity damage.
Keen Senses: Target gains low-light vision and a +2 bonus to Perception checks.
Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.
Magic Missile: Two missiles deal 1d4+1 force damage.
Overheat: Deal 2d8 fire damage to creatures in cone.
Supercharge Weapon: Touched weapon deals extra damage.
Unseen Servant: Invisible force obeys your commands.

2nd-Level

Caustic Conversion: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Command Undead: Undead creature obeys your commands.
Darkvision: Grant ability to see 60 feet in total darkness.
Daze Monster: Target living creature of CR 5 or lower is dazed.
Flight: Allow yourself or others to fly.
Fog Cloud: Create a fog that obscures vision.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Implant Data: Embed one piece of data per level in a target computer or system.
Inject Nanobots: Touch deals 4d8 damage to target and causes the confused condition.
Invisibility: Target is invisible for 1 minute per level or until it attacks.
Knock: Opens a locked or magically sealed door.
Logic Bomb: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
Make Whole: Restore 5d6 Hit Points to an object or construct.
Microbot Assault: Cloud of tiny robots harasses creatures within it.
Mirror Image: Create decoy duplicates of yourself.
Recharge: Replenish charges in a battery or item capable of holding charges.
Security Seal: Magically lock a portal, a container, or a security system.
See Invisibility: See invisible creatures or objects.
Spider Climb: Grant ability to walk on walls and ceilings.

3rd-Level

Arcane Sight: Magical sources become visible to you.
Arcing Surge: Deal 10d6 electricity damage in a 120-foot line.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute per level.
Discharge: Disrupts or depowers one target technological item or construct.
Dispel Magic: Cancel one magical spell or effect.
Displacement: Attacks miss target 50% of the time.
Entropic Grasp: Touch decays a construct or nonmagical manufactured item once per round per level.
Explosive Blast: Deal 9d6 fire damage to creatures in a 20-foot radius.
Flight: Allow yourself or others to fly.
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.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Instant Virus: Inflict technological construct with disease.
Irradiate: Flood area with dangerous radiation.
Nondetection: Hide target from divination and surveillance.
Probability Prediction: Reroll one attack roll, save, or check.
Resistant Armor, Lesser: Grant DR 5/— or energy resistance 5 against two energy types.
Slow: One creature per level moves and acts slower.
Tongues: Target can speak and understand any language.

4th-Level

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.
Corrosive Haze: Cloud deals 4d8 acid damage per round, plus 10 additional damage.
Creation: Create a single object made of vegetable or mineral matter.
Destruction Protocol: Turn nonhostile technological construct against your foes.
Dimension Door: Teleport a short distance.
Dismissal: Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
Flight: Allow yourself or others to fly.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Invisibility, Greater: Target is invisible for 1 round per level, even if it attacks.
Overload Systems: Target creature has a 50% chance to lose each action.
Planar Binding: Trap an extraplanar creature of CR 10 or lower until it performs a task.
Remove Radioactivity: Remove ongoing radiation effects from a creature or object.
Resilient Sphere: Force globe protects but traps one target.
Resistant Armor: Grant DR 10/— or energy resistance 10 to three energy types.
Rewire Flesh: Turn target partially into a robot, dealing 3d6 damage per round and reducing speed.
Soothing Protocol: Calm a target hostile technological construct.
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.

5th-Level

Break Enchantment: Free creatures from curses, enchantments, and transmutations.
Contact Other Plane: Ask questions of an extraplanar entity, with questionable results.
Control Machines: Command technological constructs within range telepathically.
Creation: Create a single object made of vegetable or mineral matter.
Dismissal: Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
Dispel Magic, Greater: Cancel multiple magical spells or effects.
Flight: Allow yourself or others to fly.
Heat Leech: Deal 13d8 cold damage to creatures in a cone.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Holographic Terrain: Create a large hologram that depicts terrain and structures.
Mislead: Make yourself invisible and create an illusory double of your likeness.
Passwall: Create a passage through most walls.
Planar Binding: Trap an extraplanar creature of CR 10 or lower until it performs a task.
Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours.
Prying Eyes: Twenty floating eyes scout for you.
Rapid Repair: Construct or weapon regains 2d8 Hit Points per round for 1 minute.
Resistant Aegis: Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.
Synapse Overload: Target takes 18d8 damage and is staggered for 1 minute.
Telekinesis: Move an object, attack creatures, or hurl objects or creatures with your mind.
Teleport: Instantly teleport as far as 2,000 miles.
Unwilling Guardian: Charm a target into protecting you during combat.
Wall of Force: Invisible wall is difficult to destroy.

6th-Level

Battle Junkbot: Create a temporary robot from random junk, turning it into a deadly combatant.
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.
Control Gravity: Alter gravity in an area.
Control Undead: Undead creatures follow your commands and don’t attack you.
Discharge, Greater: Disrupts or depowers multiple technological items or constructs.
Disintegrate: Ray reduces one creature or object to dust.
Ethereal Jaunt: You become ethereal for 1 round per level.
Flight: Allow yourself or others to fly.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Interplanetary Teleport: Teleport between planets.
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.
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.
Resistant Armor, Greater: Grant DR 15/— or energy resistance 15 against four energy types.
Rewire Flesh, Mass: Deal 3d6 damage per round and reducing targets’ speed during that time.
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.
Sympathetic Vibration: Deal 2d10 damage per round to freestanding structure.
Terraform: Alter terrain and climate.
True Seeing: Target can see things as they really are.
Veil: Change appearance of a group of creatures.
Wall of Steel: Wall has 45 Hit Points per inch of thickness and hardness 15.