0-Level Climate Adaptation: Protect a creature from extreme heat or cold. 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. Ghost Sound: Create minor illusory sounds. Glowing Wall: Create a plane of colored light. Injury Echo: Deal 1d6 bludgeoning, piercing, or slashing damage to a creature. Magic Mark: Place a visible or invisible mark of your choosing on a creature or object. Measure: Learn the measurements of creatures and objects in an area. Mending: Restore 1d4 Hit Points to an object or construct. Moment's Hesitation: Target becomes indecisive and staggered for 1 round or until they’re damaged. Psychokinetic Hand: Telekinetically move an object of 1 bulk or less. Quick Change (Galactic Magic): Change the appearance of armor and clothing you're wearing. Realign: End the off-kilter condition. Spark: Ignite a flammable object. Stabilize: Cause a dying creature to stabilize. Stumble: Cause a creature to become off-target and move at half speed for one round. Telepathic Message: Send a short telepathic message and hear simple telepathic replies. Time Lapse: Advance or rewind a small item’s age and condition by several days. Token Spell: Perform simple magical effects. Transfer Charge: Move charges from one power source to another source of the same type. Vanishing Trick: Turn an object invisible.
1st-Level Auto-cam: Record what occurs around you and store it on a data drive. Biome Adaptation: Adapt a creature to the environment, granting several bonuses. Blessing of Youth: Restore Stamina Points and grant additional land speed. Bolster Spell: Enhance another creature’s spell as it’s being cast. Broadcast Message: Send out a repeating telepathic message to all creatures in an area. Chronosphere: Launch a sphere of distorted time, dealing force damage and slowing the target. Communal Bond: Grant a bonus to saves against fear effects, and bonuses to providing aid, harrying fire, or covering fire. Companion Bond: Communicate telepathically with a pet, mount, or other creature. 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, Lesser: One living creature is confused for 1 round. Dampen Spell: Weaken a cast spell as a reaction. Death's Door: Deal damage, Strength damage, and Dexterity damage to a target. Detect Augmentation: Detect the presence of augmentations in the area Detect Radiation: Detect radiation within 120 feet. Disguise Self: Change your appearance. Dream of Home: Fascinate a target. 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. Erase: Remove writings of either magical or mundane nature. Hold Portal: Hold a door shut. Identify: Gain +10 bonus to identify items of a magic or technological nature. Incompetence: Targeted creatures lose proficiency with one type of weapons Keen Senses: Target gains low-light vision and a +2 bonus to Perception checks. Know Coordinates: Learn the exact location of one creature on the same world as you. Magic Arrow: You launch magical projectiles from your fingertips. Modulate Frequency: Modify the sounds emitted by an object or creature. Overheat: Deal 2d8 fire damage to creatures in cone. Preserved Path: For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through Recall: Once during the duration, as a reaction, you can reroll a failed skill check to recall knowledge. Reflecting Armor: Sheath of mystical force can reflect damage back on foe. Remove Condition, Lesser: Remove one minor harmful condition affecting a creature. 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. Shades of the Past: Conjure a haunting vision of the past that scares a creature and makes it difficult for others to hide. Share Memory: Target shares memory with you and five others. 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. Swap Initiative: Switch places in initiative order with a willing creature. Update Tech: Transform an archaic item into its futuristic equivalent.
2nd-Level Accelerate Step: Gain concealment while moving your speed. Augury: Learn whether an action will be good or bad. Auto-cam: Record what occurs around you and store it on a data drive. Blessing of Youth: Restore Stamina Points and grant additional land speed. Bolster Spell: Enhance another creature’s spell as it’s being cast. Bypass Password: Use magic to access a password-protected computer. Change of Seasons: You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. Chronosphere: Launch a sphere of distorted time, dealing force damage and slowing the target. Compounding Failure: Target becomes shaken, with penalties worsening whenever they fail attacks and checks. Conduit of Destruction: Release your magic in a chaotic aura that deals piercing and/or sonic damage and expands each round. Dampen Spell: Weaken a cast spell as a reaction. Dampening Field: The target becomes encased in a field that dampens sounds and vibrations. Day's Weariness: Deal 4d8 damage, and fatigue or exhaust a target. Daze Monster: Target living creature of CR 5 or lower is dazed. 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. Delay Countermeasures: Delay one computer’s countermeasures. Distract: Use the feint action with Mysticism in place of Bluff. 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. Embrace of the Void: You wrap the target in the cold of the Negative Energy Plane, numbing its body. Fearsome Reputation: Preserve the target’s infamy by letting them reroll a failed Intimidation check or save against fear. Force Blast: Cone deals 2d6 force damage and bull rushes creatures. Hold Person: Paralyze one humanoid. Invisibility: Target is invisible for 1 minute per level or until it attacks. Knock: Opens a locked or magically sealed door. Lifeforce Reservoir: Expend a portion of your health to later restore 4d8 Hit Points to a dying creature. Locate Hive: Designate a familiar structure or starship, and know its direction and distance. Magic Arrow: You launch magical projectiles from your fingertips. Make Whole: Restore 5d6 Hit Points to an object or construct. 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. Mirror Image: Create decoy duplicates of yourself. Novelty Obsession: You instill in the target an overwhelming obsession for new experiences. Osmose: Instantly interrogate a source of data for relevant info. Parallel Form: Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals 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. Predict Foe: As a reaction, shout a warning to an ally and grant that ally concealment against an attack. Propelled Leap: You magically propel yourself through the air to a space within range. Psychic Intuition: Sense the target’s emotions and memories, which grants you benefits when using the Sense Motive skill. Recharge: Replenish charges in a battery or item capable of holding charges. Remove Condition: Remove one moderate harmful condition affecting a creature. Resist Radiation: Automatically succeed at saving throws against weak radiation and suppress radiation sickness. Restoration, Lesser: Dispel magical ability penalty or cure 1d4 ability damage. Restore Consumable: Create a new copy of a consumable item when it's used. Revealing Light: Target light source suppresses invisibility. 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. See Invisibility: See invisible creatures or objects. Shield Other: You take half of the target’s Hit Point damage. Social Reset: Reroll a failed Culture check to recall information, or Diplomacy check to change attitude or gather information. 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. Spiritual Bonds: Grant allies within 30 feet a +1 morale bonus to saving throws, along with other benefits. Status: Monitor condition and position of allies. 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. Time Loop: Confuse and entangle a creature. Uncanny Luck: Reroll a saving throw or an enemy's attack roll. Unmask: Remove a creature's magical or nonmagical disguise. Wall of Warped Time: Create a transparent field that unpredictably slows, accelerates, or freezes anything passing through it.
3rd-Level Arcane Sight: Magical sources become visible to you. Auto-cam: Record what occurs around you and store it on a data drive. Baleful Synesthesia: You overstimulate the senses of the affected creature, causing its senses to interfere with another. Blessing of Youth: Restore Stamina Points and grant additional land speed. Bolster Spell: Enhance another creature’s spell as it’s being cast. Chronosphere: Launch a sphere of distorted time, dealing force damage and slowing the target. Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute per level. Conduit of Destruction: Release your magic in a chaotic aura that deals piercing and/or sonic damage and expands each round. Death Affinity: You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath. Death's Door: Deal damage, Strength damage, and Dexterity damage to a target. 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. Embrace of the Void: You wrap the target in the cold of the Negative Energy Plane, numbing its body. 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. 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. Haste: One creature per level moves and acts faster. Hologram Memory: Extract a creature’s memory and replay it as a hologram. Magic Arrow: You launch magical projectiles from your fingertips. Negate Spell: Negate a spell being cast that's 3rd level or lower. Nondetection: Hide target from divination and surveillance. Orient: Gain a +10 bonus to certain Survival checks. Pinpoint Navigation: Gain +10 to Piloting checks for navigation. Planned Obsolescence: You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties. Pocket Vacuum: The affected area becomes a vacuum. 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. Probability Prediction: Reroll one attack roll, save, or check. Protection From Undead: You shroud yourself with traces of negative energy, appearing to undead creatures as if you’re undead. Remembrance: Glimpse a past event. 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. Resistant Armor, Lesser: Grant DR 5/— or energy resistance 5 against two energy types. Rotting Touch: Touched target rapidly decays, taking acid damage and additional acid damage for 3 rounds. Sharpen Senses: Grant a creature blindsight and a bonus to Perception checks. Slow: One creature per level moves and acts slower. 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. Temporal Bullets: When an ally's weapon attack misses, you cause it to hit instead, dealing up to 40 damage. Time Crawl: Create an area of warped time that acts as difficult terrain and staggers creatures. Time's Edge: Deal 10d6 slashing damage to creatures and objects in an area. Tongues: Target can speak and understand any language. Transfer Time: Grant each ally in a 15-foot cone an additional move action, or cast as a full action to increase one effect. Unfettered: Twist time around a target, allowing them to perform certain activities as a swift action rather than as a move action.
4th-LevelAnimate Dead: Create controlled undead creatures out of target corpses. Arcane Eye: Invisible floating eye moves 30 feet per round and sends you visual information. Blessing of Youth: Restore Stamina Points and grant additional land speed. Calm the Storm: Gain bonuses against mind-affecting effects. Change of Seasons, Greater: You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. Chronosphere: Launch a sphere of distorted time, dealing force damage and slowing the target. 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. 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. Degrade Programming: Devastate a computer’s performance, destroy a module, or damage a construct. Dimension Door: Teleport a short distance. Discern Lies: Reveal deliberate falsehoods. Dismissal: Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes. Displace Memory: You deposit a memory into a small object. Divination: Gain useful advice for specific proposed actions. Drift Prediction: You glimpse a narrow range of possibilities related to a starship’s next Drift journey initiated within the next 24 hours. Embrace of the Void: You wrap the target in the cold of the Negative Energy Plane, numbing its body. Enervation: Ray imposes 2 negative levels. Hold Monster: Paralyze one creature. 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. Invisibility, Greater: Target is invisible for 1 round per level, even if it attacks. Magic Arrow: You launch magical projectiles from your fingertips. Magic Seal: Place a seal on a creature that interferes with its ability to use magic. Memory Prism: You copy one memory you have and cause it to crystallize into a small prism of negligible bulk. 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. Mind Probe: Potentially access a target creature’s memories and its knowledge. Modify Outcome: You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward. Planar Binding: Trap an extraplanar creature of CR 10 or lower until it performs a task. Reanimate Construct: This spell turns a destroyed construct into a creature that obeys your spoken commands. 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. Restoration: Restores ability score drain and negative levels. Rotting Touch: Touched target rapidly decays, taking acid damage and additional acid damage for 3 rounds. 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. Spiritual Minion: Create a Tiny spirit who owes you three favors, such as protecting you from harm, encouraging you, or supporting you in combat. Suppressing Field: Weaken spells cast in an area. Temporal Anchor: Mark your point in time and space, automatically teleporting back to it at the end of your next turn. Tempting Fate: Create a magical lure that attracts bystanders and burns those who get too close. 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 Loop, Mass: Confuse and entangle multiple creatures. Tracking Mark: Place a mark on a creature or object that allows you to track it. Usurp Spell: Take control of another spell being cast nearby. Wither: Drain vitality from nearby creatures, dealing 6d12 damage and especially devastating plant and water creatures. X-Ray Vision: Grant a creature x-ray vision.
5th-Level Bend Reality: Reshape events around you in a variety of ways. Blessing of Youth: Restore Stamina Points and grant additional land speed. Break Enchantment: Free creatures from curses, enchantments, and transmutations. 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. Conduit of Destruction: Release your magic in a chaotic aura that deals piercing and/or sonic damage and expands each round. Contact Other Plane: Ask questions of an extraplanar entity, with questionable results. Death's Door: Deal damage, Strength damage, and Dexterity damage to a target. 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. Embrace of the Void: You wrap the target in the cold of the Negative Energy Plane, numbing its body. Fantastical Transformation: Your appearance becomes dazzling and dangerous; you awe, blind, and burn nearby creatures. Feeblemind: Target’s Intelligence and Charisma scores drop to 1. 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. Heat Leech: Deal 13d8 cold damage to creatures in a cone. Magic Arrow: You launch magical projectiles from your fingertips. Mislead: Make yourself invisible and create an illusory double of your likeness. Modify Memory: Change 5 minutes of target’s memories. 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. 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. Reality Bend: Concentrate on an ally, and shift them up to 10 feet once per round when it’s most convenient. Reanimate: Reanimate a recently destroyed construct or undead Remove Condition, Greater: Remove all harmful conditions affecting a creature. Retrocognition: Gain psychic impressions of past events in a certain location. Rocket Dash, Greater: This spell functions like rocket dash, except it deals 11d6 fire damage to all creatures in the line. Rotting Touch: Touched target rapidly decays, taking acid damage and additional acid damage for 3 rounds. Sniper's Edge: Fire a sniper weapon with supernatural precision. 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. Subzero Clutch: Attempt a melee attack for 10d8 cold damage along with a free attempt to grapple. Teleport: Instantly teleport as far as 2,000 miles. Temporal Flash: Spend a Resolve Point to avoid an attack and teleport to an empty space you could reach with a single move action. 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. Unravel Magic: Permanently remove a magic item's magical properties. Wall of Force: Invisible wall is difficult to destroy. Waves of Fatigue: Several targets become fatigued. Weight of Ages: Deal 10d8 damage to multiple creatures and cause them to become encumbered.
6th-LevelAkashic Investigation: Generate a magical reenactment of recent events in the target area. Antimagic Burst: Unravel magic in an area. Blessing of Youth: Restore Stamina Points and grant additional land speed. Cheat Time: Perform a flurry of actions. Chronal Assault: You appear to teleport repeatedly, making an attack each time you reappear. Chronosphere: Launch a sphere of distorted time, dealing force damage and slowing the target. Conduit of Destruction: Release your magic in a chaotic aura that deals piercing and/or sonic damage and expands each round. Control Undead: Undead creatures follow your commands and don’t attack you. Death's Door: Deal damage, Strength damage, and Dexterity damage to a target. Disintegrate: Ray reduces one creature or object to dust. Embrace of the Void: You wrap the target in the cold of the Negative Energy Plane, numbing its body. Enshrining Refuge: Targets can’t attack or be attacked, but can exist comfortably. 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. Forcecage: Create an invisible cage of force energy. Glimpse The End: You give the target a vision of the end of the Material Plane as it’s consumed by entropy. 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. Magic Arrow: You launch magical projectiles from your fingertips. Magic Seal, Greater: Place a seal in an area that interferes with creatures' ability to use magic. Obfuscate Drift Beacons: You obscure the Drift beacons in your current star system, making it more difficult to travel to that system. 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. Plurality Strike: You make three attacks across three different timelines, using only the best outcomes against your target. Psychic Surgery: Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions. Regenerate: Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue. Resistant Armor, Greater: Grant DR 15/— or energy resistance 15 against four energy types. Rotting Touch: Touched target rapidly decays, taking acid damage and additional acid damage for 3 rounds. Snuff Life: Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs. Stop Heart: Concentrate to stop a target’s heart, potentially damaging, dazing, sickening, or even incapacitating the target. Summon Drift Beacons: You conjure several Drift beacons into your current star system. Terraform: Alter terrain and climate. True Seeing: Target can see things as they really are. Usher Apocalypse: Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area. Vision: Answer a question about a person, place, or object.
No Level Rewrite Time: You unknit the fabric of time and remake it to suit your will.
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