Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All Spells | Rituals
Mystic | Precog | Technomancer | Witchwarper


All Spells

Accelerate Step: Gain concealment while moving your speed.
Accelerated Adaptation: You grant a barathu increased control over its own powers of adaptation.
Acid Puddle: Create a damaging pool of acid.
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.
Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties.
Adhere: Create a strong molecular bond with an object or in a square.
Adhesive Blood: You alter the chemical composition of your vital fluids to become a glue-like substance when exposed to air.
Afterimage: You instantly teleport from your current location to any other spot within range, be that a place you visualize or simply by deciding a direction and distance.
Akashic Download: You do a cosmic search of the Akashic Record for information about a topic.
Akashic Investigation: Generate a magical reenactment of recent events in the target area.
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.
Akashic Tutor: You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.
Algae Bloom: You conjure a toxic algae bloom composed of particles that are sufficiently tiny to bypass standard environmental protections.
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.
Anchor: Create a magical anchoring cable.
Animate Armor: Briefly control a suit of armor
Animate Dead: Create controlled undead creatures out of target corpses.
Antimagic Burst: Unravel magic in an area.
Antiradiation: Calm an area of radiation, the strength of which depends on your caster level.
Aqueous Form: You temporarily transform part or all of your body into water, gaining unique abilities.
Arcane Eye: Invisible floating eye moves 30 feet per round and sends you visual information.
Arcane Sight: Magical sources become visible to you.
Archive: You magically remove data from the target computer or module.
Arcing Surge: Deal 10d6 electricity damage in a 120-foot line.
Artificial Geyser: You create a burst of pressurized boiling water.
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.
Auto-cam: Record what occurs around you and store it on a data drive.
Autopilot: Install a temporary AI into a vehicle that can act as an autopilot.
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
Baleful Synesthesia: You overstimulate the senses of the affected creature, causing its senses to interfere with another.
Battle Junkbot: Create a temporary robot from random junk, turning it into a deadly combatant.
Battle Sonata: Deal 8d6 sonic damage to creatures in an area with a chance to stagger.
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.
Befuddling Gibberish: You hurl your voice to distract creatures with nonstop chatter, which doesn’t require a shared language to be annoying.
Bend Reality: Reshape events around you in a variety of ways.
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.
Bioluminescent Lure: You cause a 30-foot-diameter sphere of water increasing the light level from dark to dim or from dim to normal.
Biome Adaptation: Adapt a creature to the environment, granting several bonuses.
Biomechanical Symbiosis: You energize the target’s natural healing.
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.
Blessing of Youth: Restore Stamina Points and grant additional land speed.
Body Double: You make one creature look like another.
Bolster Spell: Enhance another creature’s spell as it’s being cast.
Borrow Corruption: Gain the benefits of a corruption from someone else.
Break Enchantment: Free creatures from curses, enchantments, and transmutations.
Broadcast Message: Send out a repeating telepathic message to all creatures in an area.
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.
Bypass Password: Use magic to access a password-protected computer.
Cairn Form: You transform your outer layer into solid rock, amplifying your offense and defense.
Call Cosmos: Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.
Calm the Storm: Gain bonuses against mind-affecting effects.
Capricious Cats: You conjure a pack of Tiny whimsical cats that scamper and perch within 30 feet of you wherever you move.
Carnivorous: Your mouth expands to twice its normal size and fills with rows of razor-sharp teeth, giving 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.
Caustic Fissure: You tear a thin fissure in reality, releasing a blaze of caustic energy.
Cavitation Sphere: You cause a rapid change of pressure in liquid to form vapor-filled cavities, causing damaging localized shock waves.
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.
Change Attitude: You alter the target’s emotions and perceptions concerning a particular creature or topic.
Change of Seasons: You accelerate time for the target, making them experience the concentrated effects of a Triaxian season.
Change of Seasons, Greater: You accelerate time for the target, making them experience the concentrated effects of a Triaxian season.
Channel the Outer Sphere: Draw concentrated essence from a selected plane in beams that deal 4d8 damage.
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.
Cheat Time: Perform a flurry of actions.
Chromatic Safeguard: An aurora of lights reduces various types of energy damage by 1d6+4.
Chromatic Safeguard, Greater: An aurora of lights reduces various types of energy damage by 1d10+10.
Chronal Assault: You appear to teleport repeatedly, making an attack each time you reappear.
Chrono Leap: Knock a creature through time and across the battlefield.
Chronosphere: Launch a sphere of distorted time, dealing force damage and slowing the target.
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.
Climate Adaptation: Protect a creature from extreme heat or cold.
Command Icon: Create a rallying symbol of light above a target creature that provides several beneficial effects.
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.
Communal Bond: Grant a bonus to saves against fear effects, and bonuses to providing aid, harrying fire, or covering fire.
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.
Companion Bond: Communicate telepathically with a pet, mount, or other creature.
Compounding Failure: Target becomes shaken, with penalties worsening whenever they fail attacks and checks.
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.
Compress Creature: This spell compresses the body of the target, reducing their size by one category (to a minimum of Small) for the purposes of squeezing and of the number of squares it occupies.
Conduit of Destruction: Release your magic in a chaotic aura that deals piercing and/or sonic damage and expands each round.
Confusion: Targets behave randomly for 1 round per level.
Confusion, Lesser: One living creature is confused for 1 round.
Conjure Grenade: You rapidly conjure and assemble the components to make a grenade.
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.
Control Winds: You alter the movement of air in an area around you.
Corrode Battery: You cause the energy cells of a technological item to corrode, causing it to unreliably hold a charge.
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.
Crystal Eruption: You force unstable magic into the ground, causing jagged crystals to erupt in the area.
Crystal Mine: You create three electrified crystal proximity mines under the ground within range.
Daegoxian Spore Cloud: You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable.
Dampen Spell: Weaken a cast spell as a reaction.
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.
Data Dump: 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.
Day's Weariness: Deal 4d8 damage, and fatigue or exhaust a target.
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.
Death's Door: Deal damage, Strength damage, and Dexterity damage to a target.
Deceptive Aftermages: Distracting afterimages blur the target’s movements, helping the target feint.
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.
Degrade Programming: Devastate a computer’s performance, destroy a module, or damage a construct.
Delay Countermeasures: Delay one computer’s countermeasures.
Deprive Knowledge: You strip the target creature of key knowledge.
Destruction Protocol: Turn nonhostile technological construct against your foes.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
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
Digital Shield: When you take damage from an effect, you can create a defensive conduit between yourself and one technological object.
Dimension Door: Teleport a short distance.
Dimensional Anchor: Prevent a target from leaving the plane
Dimensional Crash: You instantly transfer yourself from your current location to a spot within range that’s occupied by another creature, otherwise functioning as per dimension door.
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.
Dissonance Strike: Attack to deal 4d4 sonic damage with a deafen critical effect.
Distant Speech: Your speech is audible for half a mile outdoors or 1,000 feet indoors.
Distract: Use the feint action with Mysticism in place of Bluff.
Divination: Gain useful advice for specific proposed actions.
Divine Aspect: You adopt the intimidating aura of a god.
Dominate Person: Control humanoid telepathically.
Dream of Home: Fascinate a target.
Drift Messenger: You briefly summon an iridia, a spectra native to the Drift, to deliver a message for you.
Drift Prediction: You glimpse a narrow range of possibilities related to a starship’s next Drift journey initiated within the next 24 hours.
Duplicate Data: Copy data and any countermeasures from a single computer to another device in your possession.
Eclipse Touch: In the darkened halls of the Eclipse Academy, only the most ruthless students survive.
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.
Edit Code: You can cast edit code as a reaction when a target creature within range attempts an ability check, attack roll, saving throw, or skill check.
Ego Whip: You overwhelm your opponent’s ego, diminishing its sense of self, hope, and confidence.
Electric Light Show: This spell lets you create a charming electrical light show that can mimic fireworks, skywrite a message or logo, or depict anything—from birds and butterflies to a colorful dragon or starship.
Electroplating: Give kinetic weapons the ability to bypass material-based damage reduction
Elemental Convergence: Mix elemental planar energies together and deal 8d8 damage of two types in an area.
Emberstep: Leaves a trail of fire behind you.
Embrace Of The Void: You wrap the target in the cold of the Negative Energy Plane, numbing its body.
Empathic Communication: Gain bonuses when communicating with other creatures.
Empathic Support: Grant alternate uses of the aid another, covering fire, and harrying fire actions.
Enduring Stylus: You trace a symbol or phrase upon a nonmagical object or solid surface with your touch, which becomes permanently imprinted on the object’s surface.
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.
Entropic Shields: You sheath a starship in a protective envelope, shielding it from the hunger of the Void.
Erase: Remove writings of either magical or mundane nature.
Erase Existence: Deal 12d8 slashing damage to creatures in a cone, potentially erasing them from the past, present, and future.
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.
Extra Sense: You magically amplify or add to a target’s senses.
Fabricate Scrap: You turn 1 bulk of inert matter, such as debris, dust, rocks, or other unattended 0-level items, into 1 bulk of junked electronic equipment.
Fantastical Transformation: Your appearance becomes dazzling and dangerous; you awe, blind, and burn nearby creatures.
Fatigue: Touched creature is fatigued.
Fear: All targets within a cone are panicked for 1 minute.
Fearsome Reputation: Preserve the target’s infamy by letting them reroll a failed Intimidation check or save against fear.
Feeblemind: Target’s Intelligence and Charisma scores drop to 1.
Fey Pranksters: You summon a 10-foot-by-10-foot swarm of mischievous fey creatures armed with various tiny weapons who fly around chaotically.
Fist of Damoritosh: Deal 12d8 damage with the force descriptor to creatures in a line and knock them prone.
Flash Boil: You cause water in the spell’s area to instantly boil, dealing 7d8 fire damage to creatures that fail a Reflex save.
Flesh to Stone: Turn a creature into a statue.
Flight: Allow yourself or others to fly.
Fluid Morphism: Provide an enhancement bonus to a creature's ability and skill checks.
Fluidity of Form: Draw upon the Maelstrom to grant ever- shifting bonuses to a creature.
Fluidity of Form, Mass: Draw upon the Maelstrom to grant ever-shifting bonuses to multiple creatures.
Flux Density: When you cast flux density, choose rise or sink.
Fog Cloud: Create a fog that obscures vision.
Force Blast: Cone deals 2d6 force damage and bull rushes creatures.
Forcecage: Create an invisible cage of force energy.
Forceful Fling: You fling a willing ally across the battlefield, moving them 30 feet in a straight line from its original position to an unoccupied square in range.
Furious Shriek: Deal sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining).
Gaze Into Darkness: You pull open the seams of the universe, forcing the target to view what truly sits in the dark between the stars.
Ghost Sound: Create minor illusory sounds.
Glimpse Of Truth: This spell functions as true seeing, except as noted.
Glimpse The End: You give the target a vision of the end of the Material Plane as it’s consumed by entropy.
Gloom Mote: Create a mote of light from the Shadow Plane, which draws other nearby lights down into shadow.
Glowing Wall: Create a plane of colored light.
Grasping Brambles: You entrap a creature in a cage of thorny brambles that erupts from the ground around them.
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 Tether: Deal 5d8 electricity damage to one or two creatures, then manipulate affected enemies' positions.
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.
Grim Insight: Deal 6d10 damage to a creature and cause it to become shaken.
Groundling: Give a target a burrow speed and DR 5/bludgeoning.
Gyre: You cause the water in gyre’s area of effect to form a twisting whirlpool that drags creatures in and down.
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.
Hailstorm: Creatures in area take 6d8 cold damage and 7d8 bludgeoning damage, and gives –4 penalty to Perception checks, and is considered difficult terrain.
Handy Junkbot: Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.
Hardlight Spheres: Conjure 4 glowing orbs that provide illumination and can be hurled as ranged attacks, dealing 1d8 bludgeoning damage and dazzling nearby foes.
Harness Lightning: Gain cover against attacks that deal electricity damage, and potentially retaliate with electricity damage.
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.
Helping Hands: Grant extra hands that assist with some skill checks and item manipulation.
Helping Hands, Mass: Grant extra hands to multiple creatures that assist with some skill checks and item manipulation.
Hide Weapon: You can make a small arm or one-handed weapon disappear into your body.
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 Interface: Generate a holographic interface that lets you interact with a computer.
Holographic Terrain: Create a large hologram that depicts terrain and structures.
Hoverdisk: Conjure a hovering disk to ride or transport cargo.
Hoverdisk, 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.
Ice Bolt: You cause the ambient atmosphere or water to flash freeze, creating a jagged icicle that deals 5d6 cold and 5d6 piercing to each creature in its area.
Ice Prison: Deal 8d6 cold damage and cause a creature to become paralyzed, along with additional damage per round.
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.
Identity Storm: This spell causes all creatures in the area to perceive all other creatures as copies of someone they have a strong impression of, whether a friend, enemy, or even themselves.
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.
Inflame: If target takes any physical damage the spell dead 4d6 damage to target and all around them.
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.
Injury Echo: Deal 1d6 bludgeoning, piercing, or slashing damage to a creature.
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: You turn a pile of technological junk into a suit of light armor, or use it to upgrade a suit of light armor into heavy armor.
Junk Barricade: You turn a pile of technological junk into a barricade that provides cover.
Junk Bomb: Create an explosion of junk that deals 6d6 slashing damage in a 10-foot radius or detonate one of your junk spells to deal even greater damage.
Junk Grenade: You transform a pile of technological junk into three grenades.
Junk Restraints: You turn a pile of technological junk into fetters and shackles that restrain a creature within range.
Junk Shanty: You turn a pile of technological junk into an extradimensional shelter.
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
Jury-Rig: You can use magic to temporarily fix an object.
Keen Senses: Target gains low-light vision and a +2 bonus to Perception checks.
Knock: Opens a locked or magically sealed door.
Know Coordinates: Learn the exact location of one creature on the same world as you.
Laser Net: Fill a chamber or hall with deadly laser beams.
Last Gasp: Stop a creature from suffocating.
Lava Floor: Transform the floor into lava that damages and potentially traps creatures in the area.
Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.
Lifeforce Reservoir: Expend a portion of your health to later restore 4d8 Hit Points to a dying creature.
Lifting Frame: Holographic lifting frame increases the target’s Strength modifier for carrying capacity and destroying objects.
Locate Hive: Designate a familiar structure or starship, and know its direction and distance.
Logic Bomb: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
Luminous Tag: You conjure a shining beacon that flies across the battlefield, latching onto a target in range.
Magic Arrow: You launch magical projectiles from your fingertips.
Magic Mark: Place a visible or invisible mark of your choosing on a creature or object.
Magic Missile: Two missiles deal 1d4+1 force damage.
Magic Seal, Greater: Place a seal in an area that interferes with creatures' ability to use magic.
Magic Seal: Place a seal on a creature that interferes with its ability to use magic.
Make Mischief: Invisible tendrils form that you can use to cause mischief.
Make Whole: Restore 5d6 Hit Points to an object or construct.
Manipulate Tech: Operate a weapon or technological item from a distance.
Measure: Learn the measurements of creatures and objects in an area.
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.
Memory Prism: You copy one memory you have and cause it to crystallize into a small prism of negligible bulk.
Mending: Restore 1d4 Hit Points to an object or construct.
Mental Block: Cause creatures to forget how to use their feats and abilities
Mental Muscle, Greater: You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower.
Mental Muscle: You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower.
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 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.
Mindlink: Instantly and telepathically communicate information to a creature.
Minibot Messenger: You conjure a miniature messenger robot that appears in your space.
Miracle: Alter reality to better suit you.
Mirror Image: Create decoy duplicates of yourself.
Misfire: Cause an item to fail to function.
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.
Modulate Frequency: Modify the sounds emitted by an object or creature.
Moment's Hesitation: Target becomes indecisive and staggered for 1 round or until they’re damaged.
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.
Mystical Aegis, Greater: Grant a creature a barrier against magic effects as well as the benefits of a death ward spell.
Mystical Aegis, Mass: Grant multiple creatures a barrier against magic effects.
Mystical Aegis: Grant a creature a barrier against magic effects.
Nanite Form: Target becomes a cloud of floating nanites.
Necromantic Revitalization: Restore hit points to an undead creature
Negate Spell: Negate a spell being cast that's 3rd level or lower.
Nightmare: Send a terrible nightmare to a distant target.
Nondetection: Hide target from divination and surveillance.
Novelty Obsession: You instill in the target an overwhelming obsession for new experiences.
Obfuscate Drift Beacons: You obscure the Drift beacons in your current star system, making it more difficult to travel to that system.
Omnitool: Create tools needed for Engineering checks.
Optimize Technology: Protect a vehicle, or technological device from environmental hazards.
Orient: Gain a +10 bonus to certain Survival checks.
Osmose: Instantly interrogate a source of data for relevant info.
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.
Parasitic Lifelink: You steal some of the Hit Points that the target would otherwise regain.
Passwall: Create a passage through most walls.
Patch Tech: Gain a +3 bonus to checks to arm explosives, disable devices, and repair items.
Perfect Hindsight: Grant allies instant insight, enabling them to succeed at a task where you have failed.
Perfect Recall: Recall one memory unaltered by magic perfectly.
Personal Gravity: You alter gravity’s effects on you.
Petal Storm: You conjure a 5-foot storm of leaves and flower petals from another world, magically honing their edges to be sharp as razors.
Phantasmal Maze: You create an illusion of a complex maze that creatures in the area perceive.
Phantom Cycle: Summon a ghostly motorcycle.
Phase Blade: You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor.
Physical Stability, Mass: Grant multiple creatures a +2 circumstance bonus against transmutation effects.
Physical Stability: Grant a creature a +2 circumstance bonus against transmutation effects.
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.
Planar Phase: You open and step through an extraplanar detour that teleports you to any unoccupied space within the spell’s range, as per dimension door.
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.
Plasma Field: You superimpose the surface of a dying star onto the battlefield, forming a field of roiling plasma.
Plasma Snare: Attempt an attack to deal 3d6 electricity and fire damage and entangle a target, dealing further damage.
Plurality Strike: You make three attacks across three different timelines, using only the best outcomes against your target.
Pocket Vacuum: The affected area becomes a vacuum.
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.
Preserved Path: For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through
Pressurize: You increase the water pressure in pressurize’s area, dealing 2d10 bludgeoning damage to creatures that enter or start their turn in the area.
Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours.
Probability Prediction: Reroll one attack roll, save, or check.
Probability Prediction, Mass: This spell functions as probability predication, except as noted.
Propelled Leap: You magically propel yourself through the air to a space within range.
Protection From Undead: You shroud yourself with traces of negative energy, appearing to undead creatures as if you’re undead.
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.
Proximity Alert: Set a magical alarm in an area.
Prying Eyes: Twenty floating eyes scout for you.
Psychic Intuition: Sense the target’s emotions and memories, which grants you benefits when using the Sense Motive skill.
Psychic Sonar: You project a sonar-like blast of psychic energy that rebounds a moment later.
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 Shove: Deal 1 damage with the force descriptor to a creature or object and attempt to move it.
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.
Quick Change (Galactic Magic): Change the appearance of armor and clothing you're wearing.
Radiation Ray: Deal 8d12 fire damage to a creature and expose it to high radiation.
Raise Dead: Restore life to a creature that died no more than 1 day per level ago.
Rapid Overload: Install a deadly trap in a computer, stunning and dealing 10d10 electricity damage to creatures who try to use it.
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.
Realign: End the off-kilter condition.
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.
Reformat: This spell attacks the target creature’s programming, erasing important subroutines that allow the creature function.
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
Remembrance: Glimpse a past event.
Remote Operation: Remotely operate the controls of a computer or vehicle out to a short distance.
Remote Pilot: Pilot a vehicle remotely as though you were in it.
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.
Render: This spell creates a digital representation of an extraplanar creature, object, or magical effect.
Repulsing Beacon: Reconfigure a comm unit to emit a signal that sickens and repulses specific types of creatures.
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.
Restore Consumable: Create a new copy of a consumable item when it's used.
Retrocognition: Gain psychic impressions of past events in a certain location.
Revealing Light: Target light source suppresses invisibility.
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.
Rewrite Time: You unknit the fabric of time and remake it to suit your will.
Rhapsodic Aegis: Use sonic energy as a protective barrier.
Ride The Wave: You briefly become a miniature River Between, coursing across the landscape in an instant.
Rocket Dash, Greater: This spell functions like rocket dash, except it deals 11d6 fire damage to all creatures in the line.
Rocket Dash: You briefly transform into a rocket of flame and blast forward, moving in a straight line and dealing 5d6 fire damage to all creatures and objects in the line, and then you reappear at the end of the line.
Rotting Touch: Touched target rapidly decays, taking acid damage and additional acid damage for 3 rounds.
Scan Environment: You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity.
School Spirit: In your time of need, you call upon a spirit of your school to help you.
Secret Locker: You banish a storage container—such as a backpack, chest, or trunk—to a random location on the Ethereal Plane.
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
Selective Invisibility: As invisibility but you can pick someone who can still see you.
Sensor Mask: Using a complicated digital program encoded on a magical subroutine, the target’s digital footprint attempts to match information stored in local security databases.
Shades of the Past: Conjure a haunting vision of the past that scares a creature and makes it difficult for others to hide.
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.
Shared Gravity: Adjust gravity for creatures and objects in an area.
Sharpen Senses: Grant a creature blindsight and a bonus to Perception checks.
Shield Other: You take half of the target’s Hit Point damage.
Shifting Shadows: You stop all Attacks of Opportunity and makes everyone able to flank.
Shifting Surge: A creature or weapon can deal a different type of energy damage as well as extra damage.
Shrapnel Shot: Create and launch a projectile that deals piercing damage to the target and then explodes, dealing piercing damage in a burst.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Sinking Ship: You conjure a massive spectral shipwreck that drops into the designated area then vanishes.
Slice Reality: Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target.
Slip Through Space: You tear open two temporary rifts, one beneath you and one 10 feet in the air above your intended destination within range.
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.
Sniper's Edge: Fire a sniper weapon with supernatural precision.
Snuff Life: Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.
Social Reset: Reroll a failed Culture check to recall information, or Diplomacy check to change attitude or gather information.
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.
Sonic Form: You transform your body and your equipment into semisolid sound.
Sonic Scream: Deal 6d12 damage in a cone that's more effective underwater.
Soothing Protocol: Calm a target hostile technological construct.
Soul Reap: Each undead creature in the area takes 10d8 damage and is staggered for 1 round.
Soul Surge: Attempt an attack versus EAC to deal force damage.
Spark: Ignite a flammable object.
Speak with Dead: Corpse answers up to six questions.
Spell Redirection: 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.
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.
Spiritual Bonds: Grant allies within 30 feet a +1 morale bonus to saving throws, along with other benefits.
Spiritual Consultation: You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information.
Spiritual Minion: Create a Tiny spirit who owes you three favors, such as protecting you from harm, encouraging you, or supporting you in combat.
Sprout: You speed the growth of a seed you touch, causing it to instantly sprout.
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.
Star Touch: Form a miniature star core, dealing massive electricity and fire damage, and creating medium radiation.
Star Wall: Create a wall of glowing gas that sends damaging waves of energy and radiation in one direction.
Starlit Span: You conjure a sparkling bridge made of quintessence from the Astral Plane.
Starwalk: You can better control your movement in zero gravity.
Status: Monitor condition and position of allies.
Stop Heart: Concentrate to stop a target’s heart, potentially damaging, dazing, sickening, or even incapacitating the target.
Storm-Deflecting Sphere: You surround yourself with an intangible crystalline sphere that grants you electricity resistance 10 for the spell’s duration.
Stumble: Cause a creature to become off-target and move at half speed for one round.
Subjective Reality: You convince yourself one creature or object is an illusion.
Subzero Clutch: Attempt a melee attack for 10d8 cold damage along with a free attempt to grapple.
Sudden Collision: You pull a high-speed race from another world into your own, superimposing it onto the area.
Suggestion, Mass: Compel one target per level to follow stated course of action.
Suggestion: Compel a target to follow stated course of action.
Summon Corpse: Summon the body of a deceased creature to your side.
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.
Suppressing Field: Weaken spells cast in an area.
Surface Transfer: Meld into a solid surface and emerge out of another solid surface within 30 feet multiple times.
Sustaining Shelter: You gently coax the surrounding terrain into a defensive dome capable of protecting you from harmful environments.
Swap Initiative: Switch places in initiative order with a willing creature.
Swim: You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.
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.
Tectonic Shift: You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet.
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.
Temporal Anchor: Mark your point in time and space, automatically teleporting back to it at the end of your next turn.
Temporal Bullets: When an ally's weapon attack misses, you cause it to hit instead, dealing up to 40 damage.
Temporal Flash: Spend a Resolve Point to avoid an attack and teleport to an empty space you could reach with a single move action.
Temporal Shudder: You cause a ripple in time that affects all creatures in the area.
Temporal Wave: Potentially stagger and deal 3d6 bludgeoning damage to creatures in a 30-foot cone.
Tempting Fate: Create a magical lure that attracts bystanders and burns those who get too close.
Tenacious Plow: You conjure a magical 10-foot-square vehicle in an unoccupied space within range.
Terraform: Alter terrain and climate.
Thought Ripple: You overload a target’s mind with so much psychic stimuli that it ripples to another target, triggering the initial spell as well as overloading the new target with residual psychic overload.
Time Bomb: Create three explosives with different countdown timers, with each dealing 6d8 fire and piercing damage when its timer reaches zero, or half that if detonated prematurely
Time Crawl: Create an area of warped time that acts as difficult terrain and staggers creatures.
Time Lapse: Advance or rewind a small item’s age and condition by several days.
Time Loop, Mass: Confuse and entangle multiple creatures.
Time Loop: Confuse and entangle a creature.
Time's Edge: Deal 10d6 slashing damage to creatures and objects in an area.
Token Spell: Perform simple magical effects.
Tongues: Target can speak and understand any language.
Tracking Mark: Place a mark on a creature or object that allows you to track it.
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.
Transfer Time: Grant each ally in a 15-foot cone an additional move action, or cast as a full action to increase one effect.
Translocate Object: You instantly transfer an object held in your hand to the hand of a willing creature within range.
Transport Passengers: Create extradimensional seating space inside a vehicle or Tiny starship.
Trifold Explosion: By drawing on the latent energy that surrounds everything, you trigger a series of magical explosions.
Tripartite Beam, Greater: You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray.
Tripartite Beam: You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray.
True Seeing: Target can see things as they really are.
Umbral Tendrils: Assault a group of creatures with shadowy tentacles.
Uncanny Eruption: You form the crater of an active volcano at a target location, immediately exposing all creatures in the area to lava.
Uncanny Luck: Reroll a saving throw or an enemy's attack roll.
Undo Mistake: Establish a mental link with an ally and spend a Resolve Point to allow them to reroll a failed skill check with a +2 circumstance bonus.
Unfettered: Twist time around a target, allowing them to perform certain activities as a swift action rather than as a move action.
Unmask: Remove a creature's magical or nonmagical disguise.
Unravel Magic: Permanently remove a magic item's magical properties.
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.
Update Tech: Transform an archaic item into its futuristic equivalent.
Upgrade Summon, Greater: This spell functions as upgrade summon, except that you can apply two of the listed benefits above to the target summoned creature.
Upgrade Summon: This spell temporarily empowers the abilities of a summoned creature.
Usher Apocalypse: Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area.
Usurp Spell: Take control of another spell being cast nearby.
Vanishing Trick: Turn an object invisible.
Varied Veneer: Make an object appear broken or nonfunctional, or make a broken object appear to be functional.
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 Blast: Emit a blast of plants dealing 3d6 piercing damage to all creatures and objects in the area.
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: You can cast this spell only immediately after a creature in range dies.
Vision: Answer a question about a person, place, or object.
Void Grasp: Attempt a melee attack to deal 8d8 damage and sicken a creature.
Void Vessel: You grant one or more targets the ability to survive in vacuum.
Void Whispers: The target’s mind is flooded with elder mysteries from the dark between the stars, galaxies, and dimensions.
Volcanic Wrath: You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage.
Wall of Air: You cause a massive sheet of flowing air to appear.
Wall of Earth: Create an earthen barrier.
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 Fog: Create a bank of obscuring fog.
Wall of Force: Invisible wall is difficult to destroy.
Wall of Ice: Create a barrier made of ice.
Wall of Steam: Create a wall of fog that emits scalding steam in one direction.
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.
Wall of Warped Time: Create a transparent field that unpredictably slows, accelerates, or freezes anything passing through it.
Wardrobe Change: You magically alter whatever clothes you’re wearing, transforming them into a new outfit.
Warp Reality: Alter reality to better suit you.
Warpwave: You blast your target with the ripples of myriad realities, causing it to transform in unpredictable ways that are typically temporary.
Wave of Warning: Attempt a ranged attack against up to three creatures to deal 10d8 nonlethal bludgeoning damage and cause them to be shaken.
Waves of Fatigue: Several targets become fatigued.
Weight of Ages: Deal 10d8 damage to multiple creatures and cause them to become encumbered.
Wish: Alter reality to better suit you.
Wisp Ally: Create wisp of energy that shines light and distracts an enemy.
Wither: Drain vitality from nearby creatures, dealing 6d12 damage and especially devastating plant and water creatures.
Wonder Warp: 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
X-Ray Vision: Grant a creature x-ray vision.
Zone of Truth: Creatures within range can’t lie.