Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

All Spells
Mystic | Technomancer | Witchwarper


All Spells

Accelerated Adaptation: You grant a barathu increased control over its own powers of adaptation.
Acid Rain: A storm deals 3d6 damage for 1 round per level, imposes a 50% miss chance, and staggers enemies at its end.
Acidic Mist: You call forth the corrosive atmosphere of a gas giant to damage your opponents.
Akashic Download: You do a cosmic search of the Akashic Record for information about a topic.
Akashic Revival: 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.
Alter Corpse: You cause a corpse to change to suit a narrative you choose.
Alter Enhancement: 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.
Amorphous Form: Your body briefly shifts into an amorphous form, enabling you to circumvent certain attacks and squeeze through tight spaces.
Animate Armor: Briefly control a suit of armor
Animate Dead: Create controlled undead creatures out of target corpses.
Antiradiation: Calm an area of radiation, the strength of which depends on your caster level.
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.
Atavistic Howl: You release a howl of primal rage, echoing the pain of Dreamers awoken by injury.
Augury: Learn whether an action will be good or bad.
Awaken Computer: Turn a computer into a friendly AI that you and up to four other creatures are authorized to use.
Baleful Polymorph: Change the target's shape to that of a smaller, weaker creature
Baleful Polymorph, Mass: Change multiple targets' shapes to that of a smaller, weaker creature
Battle Junkbot: Create a temporary robot from random junk, turning it into a deadly combatant.
Battlemind Link: Creates a psychic link that gives a bonus to initiative and other benefits.
Battlemind Link, Lesser: Creates a psychic link that gives a bonus to initiative.
Benevolent Synesthesia: You transform the target’s brain, allowing them to see sounds, hear scents, and otherwise perceive sensory input using multiple sensory organs.
Bestow Curse: Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.
Bilocation: The spell creates an identical copy of you in an adjacent space, along with everything you wear and carry other than artifacts.
Biotic Shroud: Create a shroud that protects against attacks and lets you fly.
Biotic Taclash: Create a taclash out of nanites with extra abilities.
Biotic Taclash, Lesser: Create a magic taclash with extra abilities.
Blast Door: Conjure a door that blocks off a hallway.
Borrow Corruption: Gain the benefits of a corruption from someone else.
Break Enchantment: Free creatures from curses, enchantments, and transmutations.
Build Trust: You get a sense of the best way to interact with the target to encourage positive regard toward you.
Burning Ash Cloud: Creates a cloud that blocks vision and causes fire damage.
Call Cosmos: Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.
Carnivorous: Your mouth expands and your teeth grow sharp, granting you a bite attack.
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.
Charming Veneer: Give a creature a bonus to Charisma-based checks, and speed its gathering of information.
Churn Fluid: Change the chemical composition of up to 1 bulk of liquid per level.
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.
Commune With Planet: Learn information about the planet you occupy, or about a planet in whose orbit you’re within.
Comprehend Customs: Gain a +2 insight bonus to Culture checks about a specific culture made within the spell’s duration.
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 Atmosphere: Alter the corrosiveness, density, or toxicity of the surrounding atmosphere
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.
Create Ammunition: Create a specific type of ammunition, such as arrows or a battery.
Creation: Create a single object made of vegetable or mineral matter.
Crush Skull: Deal 18d8 damage to living creature’s head.
Daegoxian Spore Cloud: You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable.
Dampening Field: The target becomes encased in a field that dampens sounds and vibrations.
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.
Dazzling Flares: Create bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area.
Death Affinity: You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath.
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.
Defrex Hardiness: The target becomes infused with the resilience of a defrex and sprouts bristling spines.
Delay Countermeasures: Delay one computer’s countermeasures.
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 Augmentation: Detect the presence of augmentations in the area
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.
Digital Doorway: Teleport from one computer to another within range
Dimension Door: Teleport a short distance.
Dimensional Anchor: Prevent a target from leaving the plane
Directed Denial of Strength Attack: Cause creatures to become encumbered
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.
Displace Memory: You deposit a memory into a small object.
Displacement: Attacks miss target 50% of the time.
Divination: Gain useful advice for specific proposed actions.
Divine Aspect: You adopt the intimidating aura of a god.
Dominate Person: Control humanoid telepathically.
Ectoplasmic Barrage: You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage.
Ectoplasmic Eruption: Swirling psychic matter, known as ectoplasm, erupts from a point you choose.
Ectoplasmic Snare: You launch a writhing tendril of ectoplasm to snare a creature. Make a ranged attack roll against your target’s EAC.
Ego Whip: You overwhelm your opponent’s ego, diminishing its sense of self, hope, and confidence.
Electroplating: Give kinetic weapons the ability to bypass material-based damage reduction
Emberstep: Leaves a trail of fire behind you.
Enduring Worlds: Extend the infinite worlds feature’s duration.
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.
Etheric Shards: You harden ethereal matter into interplanar blades that are invisible to those who cannot see into the Ethereal Plane.
Explosive Blast: Deal 9d6 fire damage to creatures in a 20-foot radius.
Fabricate Scrap: Turn 1 bulk of inert matter into an equal amount of junked electronic equipment, suitable for certain spells
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.
Glimpse Of Truth: This spell functions as true seeing, except as noted.
Gloom Mote: Create a mote of light from the Shadow Plane, which draws other nearby lights down into shadow.
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.
Gravity Well: Create a point of high gravity that knocks creatures in the area prone and pulls them closer to the center.
Grease: Make a 10-ft. square or one object slippery.
Groundling: Give a target a burrow speed and DR 5/bludgeoning.
Hack Wetware: 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.
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.
Hateful Visage: The target’s illusory face grants them a bonus to Intimidate checks and the ability to frighten foes.
Haunted Armor: Armor interferes with the wearer’s movement.
Haunted Combatant: Haunt an enemy’s weapons, interfering with attacks made with those weapons.
Hazard: Deal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst.
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.
Hoverdisk: Conjure a hovering disk to ride or transport cargo.
Hoverdisk, Mass: Create several hovering disks of force for creatures to ride or to transport cargo.
Hurl Forcedisk: Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage.
Id Insinuation: By invading targets with your psychic presence, you isolate parts of their minds, preventing them from functioning in a coherent manner.
Identify: Gain +10 bonus to identify items of a magic or technological nature.
Illusory Star Field: Use illusory stars to grant a +3 bonus to Bluff checks made to convince creatures of their location.
Implant Data: Embed one piece of data per level in a target computer or system.
Incompetence: Targeted creatures lose proficiency with one type of weapons
Infect Blood: Alter a target’s blood to deal 3d8 damage per round and impose the sickened condition.
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 Upgrade: Briefly conjure a cybernetic augmentation.
Instant Virus: Inflict technological construct with disease.
Intellect Fortress: 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.
Interplanetary Teleport: Teleport between planets.
Invisibility To Technology: Technological items can’t detect target.
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.
Junk Armor: Turn junk into light armor or upgrade light armor to heavy armor
Junk Restraints: You turn a pile of technological junk into fetters and shackles that restrain a creature within range.
Junk Shards: You summon sharp fragments of technological junk that fly toward your target and deal 3d6 piercing and slashing damage.
Junksword: Turn junk into a one-handed melee weapon
Keen Senses: Target gains low-light vision and a +2 bonus to Perception checks.
Knock: Opens a locked or magically sealed door.
Know Coordinates: Briefly conjure a cybernetic augmentation.Learn the exact location of one creature on the same world as you.
Laser Net: Fill a chamber or hall with deadly laser beams.
Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.
Lifting Frame: Holographic lifting frame increases the target’s Strength modifier for carrying capacity and destroying objects.
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.
Manipulate Tech: Operate a weapon or technological item from a distance.
Megavitamin: Create a small number of nutritional supplements.
Memory Lapse: You inspire a moment of confusion that causes a creature to forget what occurred over the last round if it fails its saving throw.
Mending: Restore 1d4 Hit Points to an object or construct.
Mental Block: Cause creatures to forget how to use their feats and abilities
Mental Silence: You create an anti-telepathic field around yourself.
Merge Consciousness: You merge your consciousness with one touched creature, sharing your strengths and compensating for each other's weaknesses.
Meticulous Match: You compare two similar items and know if they are identical to one another or not.
Miasma: Create air that sickens those who breathe it.
Microbot Assault: Cloud of tiny robots harasses creatures within it.
Might of the Ellicoth: Increase the amount of bulk a creature can carry
Mind Link: Instantly and telepathically communicate information to a creature.
Mind of Three: You split your mind, retaining your normal consciousness but gaining two other personas.
Mind Probe: Potentially access a target creature’s memories and its knowledge.
Mind Swap: Swap your mind with the target
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
Miracle: Alter reality to better suit you.
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.
Modify Outcome: You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward.
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.
Nanite Form: Target becomes a cloud of floating nanites.
Necromantic Revitalization: Restore hit points to an undead creature
Nightmare: Send a terrible nightmare to a distant target.
Nondetection: Hide target from divination and surveillance.
Optimize Technology: Protect a vehicle, construct, or technological device from environmental hazards.
Overheat: Deal 2d8 fire damage to creatures in cone.
Overload Systems: Target creature has a 50% chance to lose each action.
Parallel Form: Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals
Paranoia: Force a creature to lash out at everyone, even their friends.
Passwall: Create a passage through most walls.
Patch Tech: Gain a +3 bonus to checks to arm explosives, disable devices, and repair items.
Perfect Recall: Recall one memory unaltered by magic perfectly.
Personal Gravity: You alter gravity’s effects on you.
Phantom Cycle: Summon a ghostly motorcycle.
Pinpoint Navigation: Gain +10 to Piloting checks for navigation.
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.
Planned Obsolescence: You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties.
Polar Vortex: You generate an arctic storm of harsh winds and battering hail and snow.
Polymorph, Mass: Change multiple target's shapes to that of another creature
Polymorph: Change the target's shape into that of another creature
Predict Foe: As a reaction, shout a warning to an ally and grant that ally concealment against an attack.
Prescience: Concentrate on an enemy, predict their actions, and prepare an appropriate response.
Preserve Specimen: You harmlessly render a willing or unconscious living creature inert, placing it in stasis where it does not need to eat, breathe, or sleep.
Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours.
Probability Prediction: Reroll one attack roll, save, or check.
Prowling Junkbot: 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.
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.
Puncture Veil: Tiny needles deal damage plus additional bleed damage for 3 rounds.
Pyre Wreath: Creates 3 orbs that can absorb fire damage for the user.
Quick Change: Adjacent creatures who are unaware of your true form are flat-footed until the beginning of their next turn.
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.
Read the Flames: Gives you a single use bonus in the near future.
Reality Bend: Concentrate on an ally, and shift them up to 10 feet once per round when it’s most convenient.
Reality Leap: Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target.
Reanimate: Reanimate a recently destroyed construct or undead
Reanimate Construct: This spell turns a destroyed construct into a creature that obeys your spoken commands.
Recall: Once during the duration, as a reaction, you can reroll a failed skill check to recall knowledge.
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.
Reject Augmentation: Targeted creature is sickened and can't use any augmentations for the duration
Remote Operation: Remotely operate the controls of a computer or vehicle out to a short distance.
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.
Resist Radiation: Automatically succeed at saving throws against weak radiation and suppress radiation sickness.
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.
Scan Environment: You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity.
Security Protocol: Protect a building or starship with various technological and magical defenses.
Security Seal: Magically lock a portal, a container, or a security system.
See Invisibility: See invisible creatures or objects.
Seeking Shot: Cause a single attack to ignore cover and concealment
Shadow Body: Merge yourself with the essence of Shadow, giving you great powers for a time.
Shadow Jump: Travel through the Shadow Plane to move to a distant shadow.
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.
Share Memory: Target shares memory with you and five others.
Shared Evolution: 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.
Shield Other: You take half of the target’s Hit Point damage.
Shifting Surge: A creature or weapon can deal a different type of energy damage as well as extra damage.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Slice Reality: Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target.
Slithering Chain: Summon a chain from the Shadow Plane to trip your enemy.
Slow: One creature per level moves and acts slower.
Smog Bank: Noxious fog cloud sickens creatures.
Snuff Life: Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.
Song Of The Cosmos: Creatures near you must succeed at a Will saving throw or be fascinated for 1 round.
Song Of The Cosmos, Greater: Creatures near you are fascinated or dazzled for 1d4 rounds.
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.
Spirit-bound Armor: A benevolent spirit steadies a creature wearing armor, offsetting flat-footed and off-kilter penalties.
Spirit-bound Computer: A benevolent spirit inhabits a computer and can make Computers checks you request.
Stabilize: Cause a dying creature to stabilize.
Star Storm: Hailing plasma deals 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area.
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.
Summon Creature: This spell summons an extraplanar creature.
Summon Drift Beacons: You conjure several Drift beacons into your current star system.
Supercharge Armor: You supercharge the target armor.
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.
Transfer Consciousness: Transfer your mind into a computer or willing technological construct, and control its functions.
Transport Passengers: Create extradimensional seating space inside a vehicle or Tiny starship.
True Seeing: Target can see things as they really are.
Umbral Tendrils: Assault a group of creatures with shadowy tentacles.
Unseen Servant: Invisible force obeys your commands.
Unspeakable Presences: Enemies in the area take 4d6 damage per round, cannot move, and might be devoured whole.
Unwilling Guardian: Charm a target into protecting you during combat.
Usher Apocalypse: Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area.
Veil: Change appearance of a group of creatures.
Venomous Weapon: You touch a weapon that deals bludgeoning, piercing, or slashing damage and imbue it with poison.
Verdant Code: You turn data into plant matter that either instantly explodes outward or lurks within a device.
Vigilant Junkbot: Create a temporary robot made of junk that can protect you from ranged or melee attacks.
Viral Destruction: Create a virus in a recently dead body, allowing it to strike again and potentially spread the virus further.
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.
Wall of Stone: Wall has 15 Hit Points per inch of thickness and hardness 10.
Warp Reality: Alter reality to better suit you.
Waves of Fatigue: Several targets become fatigued.
Wish: Alter reality to better suit you.
Wisp Ally: Create wisp of energy that shines light and distracts an enemy.
Zone of Truth: Creatures within range can’t lie.