Player > Spells
|Mystic Spell List||Technomancer Spell List||Witchwarper Spell List|
|Acid Rain||5th - A storm deals 3d6 damage for 1 round per level, imposes a 50% miss chance, and staggers enemies at its end.||COM p.133|
|Acidic Mist||1st - Conjure a cloud of acid that deals 2d6 damage.||NSP p.154|
|Akashic Download||1st - +4 divine bonus to recall info and untrained on DC 20 and lower||A!05 p.50|
|Akashic Revival||6th - Create a copy of yourself in case you die.||A!05 p.50|
|Alter Corpse||2nd - Change simple evidence about how a creature died.||3C01 p.45|
|Alter Enhancement||2nd - Swap an item with a different version from an alternate reality.||NSP p.155|
|Amorphous Form||3C03 p.45|
|Animate Armor||5th - Animates a suit of armor to assist in battle.||ARM p.156|
|Animate Dead||4th - Create controlled undead creatures out oftarget corpses.||CRB p.340|
|Antiradiation||3rd - Calm an area of radiation, the strength of which depends on your caster level.||COM p.133|
|Arcane Eye||4th - Invisible floating eye moves 30 feet per round andsends you visual information.||CRB p.340|
|Arcane Sight||3rd - Magical sources become visible to you.||CRB p.340|
|Arcing Surge||3rd - Deal 10d6 electricity damage in a 120-foot line.||CRB p.340|
|Augury||2nd - Learn whether an action will be good or bad.||CRB p.340|
|Awaken Computer||4th - Turn a computer into a friendly AI that you and up to four other creatures are authorized to use.||COM p.133|
|Baleful Polymorph||1st - Change a creature and impose penalties.|
2nd - Change a creature and impose penalties.
3rd - Change a creature and impose penalties, possibly permanently.
4th - Change creature and impose penalties, possibly permanently.
5th - Change a creature and impose penalties, possibly turning the target into a Small animal.
6th - Change a creature and impose penalties, possibly turning the target into a Small animal.
|Baleful Polymorph, Mass||4th - Up to four creatures are subjected to the effects of 1st-level baleful polymorph.|
5th - Up to four creatures are subjected to the effects of 2nd-level baleful polymorph.
6th - Up to four creatures are subjected to the effects of 3rd-level baleful polymorph.
|Battle Junkbot||6th - Create a temporary robot from random junk, turning it into a deadly combatant.||CRB p.341|
|Battlemind Link||5th - Create a temporary psychic link with two creatures, gaining bonuses to initiative rolls and other benefits.||A!02 p.45|
|Battlemind Link, Lesser||1st - Create a temporary psychic link with two creatures, gaining bonuses to initiative rolls.||A!02 p.45|
|Bestow Curse||3rd - Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.||CRB p.341|
|Bilocation||6th - Create a copy of yourself to allow you to do two things at once.||A!05 p.51|
|Biotic Shroud||4th - Conjure a shroud of organic nanites which provide you concealment and flight, as well as damaging those who harm you in melee.||A!02 p.45|
|Biotic Taclash||4th - Conjure a more powerful, magical taclash made of organic nanites, which can be used nauseate or harm foes as a weapon.||A!02 p.45|
|Biotic Taclash, Lesser||2nd - Conjure a taclash made of organic nanites, which can be used nauseate or harm foes as a weapon.||A!02 p.45|
|Blast Door||3rd - Conjure a door that blocks off a hallway.||COM p.133|
|Borrow Corruption||4th - Gain corruptions and stains of touched willing creature.||SS3 p.53|
|Break Enchantment||5th - Free creatures from curses, enchantments, and transmutations.||CRB p.341|
|Build Trust||1st - +2 bonuses to Charisma checks and sense motive when interacting with target.||3C01 p.45|
|Burning Ash Cloud||3rd - Create an obscuring cloud of ash which hampers vision and burns those within it||DF06 p.53|
|Call Cosmos||5th - Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.||CRB p.342|
|Carnivorous||1st - Bite into an enemy dealing 1d4 damage. Damage increases with level.||DS02 p.51|
|Caustic Conversion||2nd - Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.||CRB p.342|
|Chain Surge||6th - 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.||CRB p.342|
|Charm Monster||3rd - Make one creature believe it is your ally or one day per level.||CRB p.342|
|Charm Person||1st - Make one humanoid creature believe that it is your ally.||CRB p.342|
|Charming Veneer||0 - Give a creature a bonus to Charisma-based checks, and speed its gathering of information.||COM p.133|
|Churn Fluid||0 - Change the chemical composition of up to 1 bulk of liquid per level.||COM p.134|
|Clairaudience/Clairvoyance||3rd - Hear or see at a distance for 1 minute per level.||CRB p.342|
|Command||1st - One creature obeys a select command for 1 round.||CRB p.343|
|Command Undead||2nd - Undead creature obeys your commands.||CRB p.343|
|Command, Greater||5th - One creature per level obeys select command for 1 round per level.||CRB p.343|
|Commune with Nature||5th - Learn about terrain for 1 mile per level.||CRB p.344|
|Commune with Planet||5th - Learn information about the planet you occupy, or about a planet in whose orbit you’re within.||COM p.134|
|Comprehend Customs||1st - Gain a +2 insight bonus to Culture checks about a specific culture made within the spell’s duration.||COM p.134|
|Comprehend Languages||1st - You understand all spoken, signed, and written or tactile languages.||CRB p.344|
|Confusion||4th - Targets behave randomly for 1 round per level.||CRB p.344|
|Confusion, Lesser||1st - One living creature is confused for 1 round.||CRB p.344|
|Contact Other Plane||5th - Ask questions of an extraplanar entity, with questionable results.||CRB p.344|
|Control Atmosphere||4th - Change the corrosiveness, density, or toxicity of surrounding atmosphere.||PWD p.204|
|Control Gravity||6th - Alter gravity in an area.||CRB p.345|
|Control Machines||5th - Command technological constructs within range telepathically.||CRB p.345|
|Control Undead||6th - Undead creatures follow your commands and don’t attack you.||CRB p.345|
|Corrosive Haze||4th - Cloud deals 4d8 acid damage per round, plus 10 additional damage.||CRB p.346|
|Cosmic Eddy||4th - Whirlwind deals 4d6 damage and knocks creatures prone.||CRB p.346|
|Create Ammunition||1st - Create a specific type of ammunition, such as arrows or a battery.||COM p.134|
|Creation||4th - Create one object made of vegetable matter.|
5th - Create a single object made of vegetable or mineral matter.
|Crush Skull||5th - Deal 18d8 damage to living creature’s head.||CRB p.347|
|Daegoxian Spore Cloud||2nd - Summons a cloud of fungal spores that calm creatures.||NSP p.155|
|Dampening Field||2nd - Prevent creatures from detecting you using sounds or vibrations.||NSP p.155|
|Dancing Lights||0 - Create and direct up to four lights.||CRB p.347|
|Darkvision||2nd - Grant ability to see 60 feet in total darkness.||CRB p.347|
|Daze||0 - Humanoid creature of CR 3 or lower is dazed.||CRB p.347|
|Daze Monster||2nd - Target living creature of CR 5 or lower is dazed.||CRB p.347|
|Dazzling Flares||0 - Create bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area.||COM p.134|
|Death Affinity||3rd - Transform a creature into an undead amalgam with some of an undead creature’s abilities.||NSP p.155|
|Death Ward||4th - Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels.||CRB p.348|
|Deep Slumber||3rd - Put a number of creatures whose CRs total 8 or less to sleep.||CRB p.348|
|Defrex Hardiness||1st - The target gains damage reduction and bristling retributive spines.||NSP p.155|
|Delay Countermeasures||2nd - Delay one computer’s countermeasures.||COM p.134|
|Destruction Protocol||4th - Turn nonhostile technological construct against your foes.||CRB p.348|
|Detect Affliction||0 - Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction.||CRB p.348|
|Detect Augmentation||1st - Detect augmentations on creatures you can see.||ARM p.149|
|Detect Magic||0 - Detect spells and magic items within 60 feet.||CRB p.348|
|Detect Radiation||1st - Detect radiation within 120 feet.||CRB p.348|
|Detect Tech||1st - Detect technological items with charges or that replenish charges within 60 feet.||CRB p.349|
|Detect Thoughts||1st - “Listen” to surface thoughts.||CRB p.349|
|Digital Doorway||4th - Teleport through a communication network up to 3,000 feet.||PWD p.205|
|Dimension Door||4th - Teleport a short distance.||CRB p.349|
|Dimensional Anchor||4th - Fire a ray which, on a hit, prevents the target from travelling to other planes for the spell's duration.||DF04 p.55|
|Dimensional Anchor||4th - Fire a ray which, on a hit, prevents the target from travelling to other planes for the spell's duration.||AA3 p.53|
|Directed Denial of Strength Attack||2nd - Makes your target encumbered or overburdened||PWD p.205|
|Discern Lies||4th - Reveal deliberate falsehoods.||CRB p.349|
|Discharge||3rd - Disrupts or depowers one target technological item or construct.||CRB p.350|
|Discharge, Greater||6th - Disrupts or depowers multiple technological items or constructs.||CRB p.350|
|Disguise Self||1st - Change your appearance.||CRB p.350|
|Disintegrate||6th - Ray reduces one creature or object to dust.||CRB p.350|
|Dismissal||4th - Force a creature to return to its native plane.|
5th - Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
|Dispel Magic||3rd - Cancel one magical spell or effect.||CRB p.351|
|Dispel Magic, Greater||5th - Cancel multiple spells or effects.||CRB p.352|
|Displace Memory||4th - You deposit a memory into a small object.||COM p.134|
|Displacement||3rd - Attacks miss target 50% of the time.||CRB p.352|
|Divination||4th - Gain useful advice for specific proposed actions.||CRB p.352|
|Divine Aspect||3rd - You adopt the intimidating aura of a god.||COM p.135|
|Dominate Person||5th - Control humanoid telepathically.||CRB p.352|
|Ectoplasmic Barrage||1st - Launch ectoplasm dealing 2d6 damage.|
2nd - Launch ectoplasm dealing 4d6 damage.
3rd - Launch ectoplasm dealing 7d6 damage.
4th - Launch ectoplasm dealing 10d6 damage.
5th - Launch ectoplasm dealing 13d6 damage. Also entangles for 1 round.
6th - Launch ectoplasm dealing 15d6 damage. Also entangles for 1d4 rounds.
|Ectoplasmic Eruption||4th - Causes an eruption of ectoplasm dealing 6d6 damage to area.||A!05 p.52|
|Ectoplasmic Snare||2nd - Create a snare out of ectoplasm dealing 2d6 damage and grappling target.||A!05 p.52|
|Ego Whip||2nd - -2 penalty to Int, Wis, and Cha checks, spell DCs, and Will saves.||A!05 p.52|
|Electroplating||2nd - Changes weapon to bypass damage reduction.||ARM p.157|
|Emberstep||2nd - Leave behind a dimly lit flaming trail which can be ignited to damage foes caught in its wake.||DF06 p.53|
|Enduring Worlds||1st - Extend the infinite worlds feature’s duration.||COM p.135|
|Energy Ray||0 - Ray deals 1d3 acid, cold, electricity, or fire damage.||CRB p.353|
|Enervation||4th - Ray imposes 2 negative levels.||CRB p.353|
|Enshrining Refuge||6th - Targets can’t attack or be attacked, but can exist comfortably.||CRB p.353|
|Entropic Grasp||3rd - Touch decays a construct or nonmagical manufactured item once per round per level.||CRB p.353|
|Erase||1st - Remove writings of either magical or mundane nature.||CRB p.353|
|Ethereal Jaunt||6th - You become ethereal for 1 round per level.||CRB p.354|
|Etheric Shards||3rd - Fill an area with sharp invisible shards that deal 1d8 damage to those in area.||A!05 p.52|
|Explosive Blast||3rd - Deal 9d6 fire damage to creatures in a 20-foot radius.||CRB p.354|
|Fabricate Scrap||0 - Turn 1 bulk of inert material into 1 bulk of junk.||PWD p.205|
|Fatigue||0 - Touched creature is fatigued.||CRB p.354|
|Fear||1st - Frighten a single living creature that’s of CR 4 or lower for 1d4 rounds.|
2nd - Frighten multiple creatures of CR 4 or lower for 1 minute.
3rd - Targets of CR 8 or lower within a cone are panicked for 1 minute.
4th - All targets within a cone are panicked for 1 minute.
|Feeblemind||5th - Target’s Intelligence and Charisma scores drop to 1.||CRB p.354|
|Flesh to Stone||6th - Turn a creature into a statue.||CRB p.355|
|Flight||1st - One creature or object per level falls slowly.|
2nd - Target moves up and down at your direction.
3rd - Target flies at a speed of 60 feet.
4th - Target flies at a speed of 70 feet.
5th - You can fly at a speed of 70 feet and can hustle over long distances.
6th - Multiple targets can fly at a speed of 60 feet.
|Fog Cloud||2nd - Create a fog that obscures vision.||CRB p.356|
|Force Blast||2nd - Cone deals 2d6 force damage and bull rushes creatures.||CRB p.356|
|Ghost Sound||0 - Create minor illusory sounds.||CRB p.356|
|Glimpse of Truth||3rd - Like True Seeing, but 1 round.||3C01 p.45|
|Gloom Mote||1st - Conjure a movable mote of light reducing shadow energy.||SS3 p.53|
|Grave Words||0 - Force a corpse to babble.||CRB p.357|
|Gravitational Singularity||6th - Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside.||CRB p.357|
|Gravity Well||4th - Create a point of high gravity that knocks creatures in the area prone and pulls them closer to the center.||COM p.135|
|Grease||1st - Make a 10-ft. square or one object slippery.||CRB p.357|
|Groundling||3rd - Give a target a burrow speed and DR 5/bludgeoning.||COM p.135|
|Hack Wetware||2nd - Gain access to target's basic thoughts and current fears.|
3rd - Gain access to target's secrets.
4th - Gain ability to send fake sensory data to target.
5th - Gain ability to put suggestions in target's mind.
|Handy Junkbot||3rd - Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.||CRB p.357|
|Haste||3rd - One creature per level moves and acts faster.||CRB p.358|
|Hateful Visage||4th - The target’s illusory face grants them a bonus to Intimidate checks and the ability to frighten foes.||COM p.135|
|Haunted Armor||2nd - Armor interferes with the wearer’s movement.||COM p.136|
|Haunted Combatant||2nd - Haunt an enemy’s weapons, interfering with attacks made with those weapons.||COM p.136|
|Hazard||0 - Deal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst.||COM p.136|
|Healing Junkbot||3rd - Robot made of junk can perform Medicine tasks and drag unconscious creature to safety.||CRB p.358|
|Heat Leech||5th - Deal 13d8 cold damage to creatures in a cone.||CRB p.359|
|Hold Monster||4th - Paralyze one creature.||CRB p.359|
|Hold Person||2nd - Paralyze one humanoid.||CRB p.359|
|Hold Portal||1st - Hold a door shut.||CRB p.359|
|Hologram Memory||3rd - Extract a creature’s memory and replay it as a hologram.||CRB p.359|
|Holographic Image||1st - Create a silent hologram of your design.|
2nd - Create a hologram with some sound of your design.
3rd - Create a hologram with sound, smell, and thermal effects of your design that lasts as long as you concentrate, plus 3 additional rounds.
4th - Create a hologram with sound, smell, and thermal effects that follows a script determined by you.
5th - Create a detailed hologram that is permanent or is triggered by conditions you set.
6th - Illusory double of your likeness can talk and cast spells.
|Holographic Terrain||5th - Create a large hologram that depicts terrain and structures.||CRB p.360|
|Hoverdisk||2nd - Conjure a hovering disk to ride or transport cargo.||COM p.136|
|Hoverdisk, Mass||5th - Create several hovering disks of force for creatures to ride or to transport cargo.||COM p.137|
|Hurl Forcedisk||2nd - Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage.||CRB p.360|
|Id Insinuation||3rd - Makes target confused.||A!05 p.52|
|Identify||1st - Gain a +10 bonus to identify items of a magic or technological nature.||CRB p.361|
|Illusory Star Field||1st - Use illusory stars to grant a +3 bonus to Bluff checks made to convince creatures of their location.||COM p.137|
|Implant Data||2nd - Embed one piece of data per level in a target computer or system.||CRB p.361|
|Incompetence||1st - Causes target to lose 1 weapon proficiency of your choice.||ARM p.157|
|Infect Blood||3rd - Alter a target’s blood to deal 3d8 damage per round and impose the sickened condition.||COM p.137|
|Inflict Pain||2nd - Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target.||CRB p.361|
|Inflict Pain, Mass||6th - Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level.||CRB p.361|
|Inject Nanobots||2nd - Touch deals 4d8 damage to target and causes the confused condition.||CRB p.361|
|Instant Upgrade||2nd - Briefly conjure a cybernetic augmentation.||COM p.137|
|Instant Virus||3rd - Inflict technological construct with disease.||CRB p.361|
|Intellect Fortress||3rd - Disrupts mind-affecting effects reducing damage or negating effects.||A!05 p.52|
|Interplanetary Teleport||6th - Teleport between planets.||CRB p.362|
|Invisibility||2nd - Target is invisible for 1 minute per level or until it attacks.||CRB p.362|
|Invisibility to Technology||2nd - Technological items can’t detect target.||COM p.137|
|Invisibility, Greater||4th - Target is invisible for 1 round per level, even if it attacks.||CRB p.362|
|Invisibility, Mass||6th - Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell.||CRB p.362|
|Irradiate||3rd - Flood area with dangerous radiation.||CRB p.362|
|Jolting Surge||1st - Touch deals 4d6 electricity damage.||CRB p.363|
|Junk Armor||1st - Use junk to make light armor, or upgrade light armor into heavy armor.||PWD p.205|
|Junk Restraints||4th - Transform junk into shackles or fetters.||NSP p.156|
|Junk Shard||1st - Summon and fling sharp pieces of junk at a target, dealing 3d6 piercing and slashing damage.||NSP p.156|
|Junksword||1st - Use junk to make a sword that deals 1d4 damage, and with two special abilities.|
2nd - Use junk to make a sword that deals 1d8 damage, and with three special abilities.
3rd - Use junk to make a sword that deals 2d4 damage, and with three special abilities plus staggered critical effect.
4th - Use junk to make a sword that deals 2d8 or 3d4 damage, and with three special abilities plus a critical effect.
5th - Use junk to make a sword that deals 3d10 or 3d6 damage, and with three special abilities plus a critical effect.
6th - Use junk to make a sword that deals 6d6 or 3d8 damage, and with three special abilities plus a critical effect and fusion.
|Keen Sense||1st - Target gains low-light vision and a +2 bonus to Perception checks.||CRB p.363|
|Knock||2nd - Opens a locked or magically sealed door.||CRB p.363|
|Know Coordinates||1st - Learn the exact location of one creature on the same world as you.||COM p.137|
|Laser Net||2nd - Fill a chamber or hall with deadly laser beams.||COM p.137|
|Life Bubble||1st - Encase targeted creatures with a shell of tolerable atmosphere.||CRB p.363|
|Lifting Frame||1st - Holographic lifting frame increases the target’s Strength modifier for carrying capacity and destroying objects.||COM p.138|
|Logic Bomb||2nd - Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.||CRB p.364|
|Magic Missile||1st - Two missiles deal 1d4+1 force damage.||CRB p.364|
|Make Whole||2nd - Restore 5d6 Hit Points to an object||CRB p.364|
|Manipulate Tech||2nd - Operate a weapon or technological item from a distance.||COM p.138|
|Megavitamin||1st - Create a small number of nutritional supplements.||COM p.138|
|Memory Lapse||1st - Makes target forget what happened over last minute.||3C01 p.53|
|Mending||0 - Restore 1d4 Hit Points to an object or construct.||CRB p.364|
|Mental Block||3rd - Causes target to lose access to feats extraordinary abilities, spells, spell-like abilities, and supernatural abilities.||PWD p.206|
|Mental Silence||1st - You create a telepathy negating field around yourself, blocking mental spells and abilities within its radius.||COM p.22|
|Meticulous Match||3rd - Identifies if two samples are identical, similar, or different.||3C01 p.45|
|Miasma||4th - Create air that sickens those who breathe it.||COM p.138|
|Microbot Assault||2nd - Cloud of tiny robots harasses creatures within it.||CRB p.364|
|Might of the Ellicoth||1st - Increase target’s max carry bulk by 3.||PWD p.206|
|Mind Link||1st - Instantly and telepathically communicate information to a creature.||CRB p.365|
|Mind of Three||3rd - Split your mind into three personas, giving you various bonuses for the spell's duration.||A!04 p.52|
|Mind Probe||4th - Potentially access a target creature’s memories and its knowledge.||CRB p.365|
|Mind Swap||6th - Trade bodies with a chosen target for the duration of the spell, gaining the Mind Swapped template in the process.||AA3 p.137|
|Mind Thrust||1st - Mentally deal 2d10 damage to one target.|
2nd - Mentally deal 4d10 damage to one target.
3rd - Mentally deal 7d10 damage to one target.
4th - Mentally deal 10d10 damage to and fatigue a single target.
5th - Mentally deal 15d10 damage to and exhaust one target.
6th - Mentally deal 17d10 damage to, exhaust, and stun one target.
|Miracle||Special - Can duplicate other spells, undo harmful effects, or change reality within limits.||CRB p.366|
|Mirror Image||2nd - Create decoy duplicates of yourself.||CRB p.366|
|Mislead||5th - Make yourself invisible and create an illusory double of your likeness.||CRB p.366|
|Modify Memory||5th - Change 5 minutes of target’s memories.||CRB p.366|
|Mystic Cure||1st - Restore 1d8 + your Wisdom modifier Hit Points to a living creature.|
2nd - Restore 3d8 + your Wisdom modifier Hit Points to a living creature.
3rd - Restore 5d8 + your Wisdom modifier Hit Points to a living creature.
4th - Restore 12d8 + your Wisdom modifier Hit Points to a living creature or restore life to a recently slain creature.
5th - Restore 16d8 + your Wisdom modifier Hit Points to a living creature or restore life to a recently slain creature.
6th - Restore 20d8 + your Wisdom modifier HP to a living creature or restore life to a recently slain creature.
|Mystic Cure, Mass||5th - Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level.|
6th - Restore 5d8 + your Wisdom modifier Hit Points to one living creature per level.
|Nanite Form||3rd - Target becomes a cloud of floating nanites.||COM p.138|
|Necromantic Revitalization||1st - Heals undead by 1d8 + your Int mod.|
2nd - Heals undead by 3d8 + your Int mod.
3rd - Heals undead by 5d8 + your Int mod.
4th - Heals undead by 7d8 + your Int mod or restore a target that was recently destroyed.
5th - Heals undead by 9d8 + your Int mod or restore a target that was recently destroyed.
6th - Heals undead by 11d8 + your Int mod or restore a target that was recently destroyed.
|Nightmare||3rd - Send nightmares to the desired target and frighten them awake, rendering them unable to sleep again for a period of time.||SS1 p.52|
|Nondetection||3rd - Hide target from divination and surveillance.||CRB p.367|
|Optimize Technology||2nd - Protect a vehicle, construct, or technological device from environmental hazards.||COM p.138|
|Overheat||1st - Deal 2d8 fire damage to creatures in cone.||CRB p.367|
|Overload Systems||4th - Target creature has a 50% chance to lose each action.||CRB p.368|
|Parallel Form||2nd - Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals||COM p.138|
|Paranoia||2nd - Force a target to see everyone around them as the enemy, treating them as hostile for the duration of the spell.||SS1 p.52|
|Passwall||5th - Create a passage through most walls.||CRB p.368|
|Patch Tech||1st - Gain a +3 bonus to checks to arm explosives, disable devices, and repair items.||COM p.139|
|Perfect Recall||2nd - Recall one memory unaltered by magic perfectly.||COM p.139|
|Personal Gravity||2nd - Treat gravity as 1 step higher or lower for yourself; protection from forced movement and conditions.||NSP p.156|
|Phantom Cycle||3rd - Summon a ghostly motorcycle.||COM p.139|
|Pinpoint Navigation||3rd - Gain a +10 to Piloting checks for navigation.||COM p.139|
|Planar Barrier||6th - Seal an area against all planar travel into or within it.||CRB p.368|
|Planar Binding||4th - Trap an extraplanar creature of CR 4 or lower until it performs a task.|
5th - Trap an extraplanar creature of CR 7 or lower until it performs a task.
6th - Trap an extraplanar creature of CR 10 or lower until it performs a task.
|Plane Shift||6th - As many as eight creatures travel to another plane you choose.||CRB p.369|
|Planned Obsolescence||3rd - Transform a weapon or set of armor into an archaic facsimile.||NSP p.156|
|Polar Vortex||3rd - Summon a freezing tornado dealing 3d6 cold damage and 6d6 bludgeoning damage and making it more difficult for creatures to move.||NSP p.156|
|Polymorph||1st - Change a willing creature’s form.|
2nd - Change a willing creature’s form.
3rd - Change a willing creature’s form.
4th - Change a willing creature’s form.
5th - Change a willing creature’s form.
6th - Change a willing creature’s form.
|Polymorph, Mass||4th - Change the form of up to four willing creatures as 1st-level polymorph.|
5th - Change the form of up to four willing creatures as 2nd-level polymorph.
6th - Change the form of up to four willing creatures as 3rd-level polymorph.
|Predict Foe||2nd - As a reaction, shout a warning to an ally and grant that ally concealment against an attack.||COM p.139|
|Prescience||3rd - Concentrate on an enemy, predict their actions, and prepare an appropriate response.||COM p.139|
|Preserve Specimen||3rd - Touch a willing or unconscious creature and put them in stasis, halting any active effects until the spells ends.||COM p.23|
|Private Sanctum||5th - Prevent anyone from viewing or scrying an area for 24 hours.||CRB p.369|
|Probability Prediction||3rd - Reroll one attack roll, save, or check.||CRB p.369|
|Prowling Junkbot||3C01 p.53|
|Prying Eyes||5th - Twenty floating eyes scout for you.||CRB p.370|
|Psychic Surgery||6th - Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions.||CRB p.370|
|Psychokinetic Hand||0 - Telekinetically move an object of 1 bulk or less.||CRB p.370|
|Psychokinetic Strangulation||3rd - Concentrate to immobilize target and deal 3d8 damage per round.||CRB p.370|
|Puncture Veil||1st - Tiny needles deal damage plus additional bleed damage for 3 rounds.||COM p.140|
|Pyre Wreath||1st - Conjure three orbs which increase ambient light and absorb incoming fire damage.||DF06 p.53|
|Quick Change||3C03 p.45|
|Raise Dead||5th - Restore life to a creature that died no more than 1 day per level ago.||CRB p.370|
|Rapid Repair||5th - Construct or weapon regains 2d8 Hit Points per round for 1 minute.||CRB p.371|
|Ray of Exhaustion||3rd - Ray makes target exhausted.||CRB p.371|
|Read the Flames||4th - Focus your mind on a flame to gain clarity and different benefits of your choice.||DF06 p.53|
|Reality Bend||5th - Concentrate on an ally, and shift them up to 10 feet once per round when it’s most convenient.||COM p.140|
|Reality Leap||2nd - Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target.||COM p.140|
|Reanimate||5th - Reanimate a recently destroyed construct or undead.|
6th - Reanimate a recently destroyed construct or undead.
|Reanimate Construct||4th - Reanimate a destroyed technological creature to serve you.||NSP p.157|
|Recall||1st - Reroll any failed skill check once while the spell is active.||COM p.23|
|Recharge||2nd - Replenish charges in a battery or item capable of holding charges.||CRB p.372|
|Reflecting Armor||1st - Sheath of mystical force can reflect damage back on foe.||CRB p.372|
|Regenerate||6th - Grow back target’s severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue.||CRB p.372|
|Reincarnate||4th - Bring a target dead creature back to life in a random body.||CRB p.372|
|Reject Augmentation||2nd - Target with augmentation becomes sickened and can’t use any augmentations.||ARM p.149|
|Remote Operation||1st - Remotely operate the controls of a computer or vehicle out to a short distance.||COM p.140|
|Remove Affliction||3rd - Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature.||CRB p.373|
|Remove Condition||2nd - Remove one moderate harmful condition affecting a creature.||CRB p.373|
|Remove Condition, Greater||5th - Remove all harmful conditions affecting a creature.||CRB p.373|
|Remove Condition, Lesser||1st - Remove one minor harmful condition affecting a creature.||CRB p.373|
|Remove Radioactivity||4th - Remove ongoing radiation effects from a creature or object.||CRB p.374|
|Resilient Sphere||4th - Force globe protects but traps one target.||CRB p.374|
|Resist Radiation||2nd - Automatically succeed at saving throws against weak radiation and suppress radiation sickness.||COM p.140|
|Resistant Aegis||5th - Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.||CRB p.374|
|Resistant Armor||4th - Grant DR 10/— or energy resistance 10 to three energy types.||CRB p.374|
|Resistant Armor, Greater||6th - Grant DR 15/— or energy resistance 15 against four energy types.||CRB p.374|
|Resistant Armor, Lesser||3rd - Grant DR 5/— or energy resistance 5 against two energy types.||CRB p.374|
|Restoration||4th - Restores ability score drain and negative levels.||CRB p.374|
|Restoration, Lesser||2nd - Dispel magical ability penalty or cure 1d4 ability damage.||CRB p.374|
|Retrocognition||5th - Gain psychic impressions of past events in a certain location.||CRB p.375|
|Rewire Flesh||4th - Turn target partially into a robot, dealing 3d6 damage per round and reducing speed.||CRB p.375|
|Rewire Flesh, Mass||6th - Deal 3d6 damage per round and reducing targets’ speed during that time.||CRB p.376|
|Scan Environment||1st - Learn information about the environment by studying and analyzing it for various lengths of time.||COM p.23|
|Security Protocol||6th - Protect a building or starship with various technological and magical defenses.||COM p.140|
|Security Seal||2nd - Magically lock a portal, a container, or a security system.||CRB p.376|
|See Invisibility||2nd - See invisible creatures or objects.||CRB p.376|
|Seeking Shot||1st - Makes a target weapon ignore cover and concealment.||PWD p.207|
|Shadow Body||5th - Become an incorporeal shadowy figure and gain concealment in dark areas, as well as move along any surface without issue.||SS1 p.52|
|Shadow Jump||4th - Teleport a short distance through shadows.||SS3 p.53|
|Shadow Walk||6th - Step into a shadowy realm to travel to a destination rapidly.||CRB p.376|
|Shadowy Fleet||6th - Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area.||CRB p.376|
|Share Language||1st - Target understands chosen languages.||CRB p.377|
|Share Memory||1st - Target shares memory with you and five others.||COM p.141|
|Shield Other||2nd - You take half of the target’s Hit Point damage.||CRB p.377|
|Shifting Surge||1st - A creature or weapon can deal a different type of energy damage as well as extra damage.||COM p.141|
|Shrink Object||1st - Touch an object of varying size and bulk and shrink it, amount dependent on spell level. |
2nd - Touch an object of varying size and bulk and shrink it, amount dependent on spell level.
3rd - Touch an object of varying size and bulk and shrink it, amount dependent on spell level.
4th - Touch an object of varying size and bulk and shrink it, amount dependent on spell level.
5th - Touch an object of varying size and bulk and shrink it, amount dependent on spell level.
6th - Touch an object of varying size and bulk and shrink it, amount dependent on spell level.
|Slice Reality||2nd - Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target.||COM p.141|
|Slithering Chain||1st - Conjure shadowy chains to trip and shaken foe.||SS3 p.53|
|Slow||3rd - One creature per level moves and acts slower.||CRB p.377|
|Smog Bank||3rd - Noxious fog cloud sickens creatures.||COM p.141|
|Snuff Life||6th - Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.||CRB p.377|
|Song of the Cosmos||2nd - Creatures near you must succeed at a Will saving throw or be fascinated for 1 round.||COM p.141|
|Song of the Cosmos, Greater||4th - Creatures near you are fascinated or dazzled for 1d4 rounds.||COM p.141|
|Soothing Protocol||4th - Calm a target hostile technological construct.||CRB p.377|
|Speak With Dead||3rd - Corpse answers up to six questions.||CRB p.378|
|Spider Climb||2nd - Grant ability to walk on walls and ceilings.||CRB p.378|
|Spirit-Bound Armor||1st - A benevolent spirit steadies a creature wearing armor, offsetting flat-footed and off-kilter penalties.||COM p.141|
|Spirit-Bound Computer||1st - A benevolent spirit inhabits a computer and can make Computers checks you request.||COM p.142|
|Stabilize||0 - Cause a dying creature to stabilize.||CRB p.378|
|Star Storm||6th - Hailing plasma deals 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area.||COM p.142|
|Status||2nd - Monitor condition and position of allies.||CRB p.379|
|Subjective Reality||6th - You convince yourself one creature or object is an illusion.||CRB p.379|
|Suggestion||3rd - Compel a target to follow stated course of action.||CRB p.379|
|Suggestion, Mass||6th - Compel one target per level to follow stated course of action.||CRB p.379|
|Summon Creature||1st - Call forth an extraplanar ally.|
2nd - Call forth up to three extraplanar allies.
3rd - Call forth up to three extraplanar allies.
4th - Call forth up to three extraplanar allies.
5th - Call forth up to three extraplanar allies.
6th - Call forth up to three extraplanar allies.
|Summon Drift Beacons||6th - Conjure Drift beacons to facilitate starship travel.||NSP p.157|
|Supercharge Armor||2nd - Charge armor to increase its protective value for a short period of time.||NSP p.157|
|Supercharge Weapon||1st - Touched weapon deals extra damage.||CRB p.379|
|Sympathetic Vibration||6th - Deal 2d10 damage per round to freestanding structure.||CRB p.379|
|Synapse Overload||5th - Target takes 18d8 damage and is staggered for 1 minute.||CRB p.380|
|Synaptic Pulse||3rd - Stun all creatures within 20 feet for 1 round.||CRB p.380|
|Synaptic Pulse, Greater||5th - Stun all creatures within 20 feet for 1d4 rounds.||CRB p.380|
|Telekinesis||5th - Move an object, attack creatures, or hurl objects or creatures with your mind.||CRB p.380|
|Telekinetic Projectile||0 - Telekinetically hurl an object, dealing 1d6 damage to the target and object.||CRB p.380|
|Telepathic Bond||4th - Link allows allies to communicate.||CRB p.381|
|Telepathic Jaunt||6th - Use your telepathic bond with a creature to teleport to its location.||CRB p.381|
|Telepathic Message||0 - Send a short telepathic message and hearsimple telepathic replies.||CRB p.381|
|Telepathy||5th - Communicate mentally with any creatures within 100 feet.||CRB p.381|
|Teleport||5th - Instantly teleport as far as 2,000 miles.||CRB p.381|
|Terraform||6th - Alter terrain and climate.||CRB p.382|
|Token Spell||0 - Perform simple magical effects.||CRB p.382|
|Tongues||3rd - Target can speak and understand any language.||CRB p.383|
|Transfer Charge||0 - Move charges from one power source to another source of the same type.||CRB p.383|
|Transfer Consciousness||5th - Transfer your mind into a computer or willing technological construct, and control its functions.||COM p.142|
|Transport Passengers||4th - Create extradimensional seating space inside a vehicle or Tiny starship.||COM p.142|
|True Seeing||6th - Target can see things as they really are.||CRB p.383|
|Umbral Tendrils||3rd - Summoned mass of shadowy tendrils deal 4d6 bludgeoning damage and impose penalties.||SS3 p.53|
|Unseen Servant||1st - Invisible force obeys your commands.||CRB p.383|
|Unspeakable Presences||6th - Enemies in the area take 4d6 damage per round, cannot move, and might be devoured whole.||COM p.142|
|Unwilling Guardian||5th - Charm a target into protecting you during combat.||CRB p.383|
|Usher Apocalypse||6th - Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area.||COM p.142|
|Veil||6th - Change appearance of a group of creatures.||CRB p.384|
|Venomous Weapon||2nd - Imbue your melee weapon with poison, making its next five attacks venomous to your foes.||COM p.23|
|Verdant Code||NSP p.129|
|Vigilant Junkbot||2nd - Create a temporary robot made of junk that can protect you from ranged or melee attacks.||COM p.143|
|Viral Destruction||3rd - Forces a recently dead creature to make 1 more attack against your enemy, can spread if it kills its target.||DS02 p.51|
|Vision||6th - Answer a question about a person, place, or object.||CRB p.384|
|Wall of Fire||4th - 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.||CRB p.384|
|Wall of Force||5th - Invisible wall is difficult to destroy.||CRB p.384|
|Wall of Steel||6th - Wall has 45 Hit Points per inch of thickness and hardness 15.||CRB p.385|
|Wall of Stone||4th - Wall has 15 Hit Points per inch of thickness and hardness 10.||DF05 p.58|
|Warp Reality||Special - Can duplicate other spells, undo harmful effects, or change reality within limits.||COM p.143|
|Waves of Fatigue||5th - Several targets become fatigued.||CRB p.385|
|Wish||Special - Can duplicate other spells, undo harmful effects, or change reality within limits.||CRB p.385|
|Wisp Ally||1st - Create wisp of energy that shines light and distracts an enemy.||CRB p.385|
|Zone of Truth||2nd - Creatures within range can’t lie.||CRB p.385|