Archives of Nethys

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

All Spells | Rituals
Mystic | Precog | Technomancer | Witchwarper


Mystic Spells

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.
Distant Speech: Your speech is audible for half a mile outdoors or 1,000 feet indoors.
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.
Fatigue: Touched creature is fatigued.
Ghost Sound: Create minor illusory sounds.
Glowing Wall: Create a plane of colored light.
Grave Words: Force a corpse to babble.
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.
Psychokinetic Shove: Deal 1 damage with the force descriptor to a creature or object and attempt to move it.
Realign: End the off-kilter condition.
Spark: Ignite a flammable object.
Sprout: You speed the growth of a seed you touch, causing it to instantly sprout.
Stabilize: Cause a dying creature to stabilize.
Starwalk: You can better control your movement in zero gravity.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 damage to the target and object.
Telepathic Message: Send a short telepathic message and hear simple telepathic replies.
Token Spell: Perform simple magical effects.
Vanishing Trick: Turn an object invisible.

1st-Level

Acidic Mist: You call forth the corrosive atmosphere of a gas giant to damage your opponents.
Akashic Download: You do a cosmic search of the Akashic Record for information about a topic.
Akashic Tutor: You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.
Aqueous Form: You temporarily transform part or all of your body into water, gaining unique abilities.
Baleful Polymorph: Change the target's shape to that of a smaller, weaker creature
Battlemind Link, Lesser: Creates a psychic link that gives a bonus to initiative.
Biome Adaptation: Adapt a creature to the environment, granting several bonuses.
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.
Build Trust: You get a sense of the best way to interact with the target to encourage positive regard toward you.
Carnivorous: Your mouth expands to twice its normal size and fills with rows of razor-sharp teeth, giving you a bite attack.
Change Attitude: You alter the target’s emotions and perceptions concerning a particular creature or topic.
Charm Person: Make one humanoid creature believe that it is your ally.
Chromatic Safeguard: An aurora of lights reduces various types of energy damage by 1d6+4.
Command Icon: Create a rallying symbol of light above a target creature that provides several beneficial effects.
Command: One creature obeys a select command for 1 round.
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.
Confusion, Lesser: One living creature is confused for 1 round.
Control Winds: You alter the movement of air in an area around you.
Dampen Spell: Weaken a cast spell as a reaction.
Defrex Hardiness: The target becomes infused with the resilience of a defrex and sprouts bristling spines.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
Detect Augmentation: Detect the presence of augmentations in the area
Detect Radiation: Detect radiation within 120 feet.
Detect Thoughts: “Listen” to surface thoughts.
Disguise Self: Change your appearance.
Dissonance Strike: Attack to deal 4d4 sonic damage with a deafen critical effect.
Dream of Home: Fascinate a target.
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.
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.
Extra Sense: You magically amplify or add to a target’s senses.
Fear: All targets within a cone are panicked for 1 minute.
Fluid Morphism: Provide an enhancement bonus to a creature's ability and skill checks.
Furious Shriek: Deal sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining).
Gloom Mote: Create a mote of light from the Shadow Plane, which draws other nearby lights down into shadow.
Gyre: You cause the water in gyre’s area of effect to form a twisting whirlpool that drags creatures in and down.
Hardlight Spheres: Conjure 4 glowing orbs that provide illumination and can be hurled as ranged attacks, dealing 1d8 bludgeoning damage and dazzling nearby foes.
Hide Weapon: You can make a small arm or one-handed weapon disappear into your body.
Identify: Gain +10 bonus to identify items of a magic or technological nature.
Illusory Star Field: Use illusory stars to grant a +3 bonus to Bluff checks made to convince creatures of their location.
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.
Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.
Magic Arrow: You launch magical projectiles from your fingertips.
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.
Might of the Ellicoth: Increase the amount of bulk a creature can carry
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
Mindlink: Instantly and telepathically communicate information to a creature.
Modulate Frequency: Modify the sounds emitted by an object or creature.
Mystic Cure: Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature.
Necromantic Revitalization: Restore hit points to an undead creature
Phase Blade: You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor.
Polymorph: Change the target's shape into that of another creature
Preserved Path: For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through
Proximity Alert: Set a magical alarm in an area.
Psychic Sonar: You project a sonar-like blast of psychic energy that rebounds a moment later.
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.
Reflecting Armor: Sheath of mystical force can reflect damage back on foe.
Remove Condition, Lesser: Remove one minor harmful condition affecting a creature.
Scan Environment: You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity.
Seeking Shot: Cause a single attack to ignore cover and concealment
Shades of the Past: Conjure a haunting vision of the past that scares a creature and makes it difficult for others to hide.
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.
Slithering Chain: Summon a chain from the Shadow Plane to trip your enemy.
Soul Surge: Attempt an attack versus EAC to deal force damage.
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 Consultation: You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information.
Summon Creature: This spell summons an extraplanar creature.
Swim: You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.
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.
Tripartite Beam: You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray.
Volcanic Wrath: You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage.
Wall of Fog: Create a bank of obscuring fog.
Wisp Ally: Create wisp of energy that shines light and distracts an enemy.

2nd-Level

Accelerate Step: Gain concealment while moving your speed.
Akashic Tutor: You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.
Alter Corpse: You cause a corpse to change to suit a narrative you choose.
Amorphous Form: Your body briefly shifts into an amorphous form, enabling you to circumvent certain attacks and squeeze through tight spaces.
Aqueous Form: You temporarily transform part or all of your body into water, gaining unique abilities.
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.
Baleful Polymorph: Change the target's shape to that of a smaller, weaker creature
Befuddling Gibberish: You hurl your voice to distract creatures with nonstop chatter, which doesn’t require a shared language to be annoying.
Benevolent Synesthesia: You transform the target’s brain, allowing them to see sounds, hear scents, and otherwise perceive sensory input using multiple sensory organs.
Bioluminescent Lure: You cause a 30-foot-diameter sphere of water increasing the light level from dark to dim or from dim to normal.
Bolster Spell: Enhance another creature’s spell as it’s being cast.
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.
Cavitation Sphere: You cause a rapid change of pressure in liquid to form vapor-filled cavities, causing damaging localized shock waves.
Change Attitude: You alter the target’s emotions and perceptions concerning a particular creature or topic.
Command Undead: Undead creature obeys your commands.
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.
Control Winds: You alter the movement of air in an area around you.
Crystal Eruption: You force unstable magic into the ground, causing jagged crystals to erupt in the area.
Dampen Spell: Weaken a cast spell as a reaction.
Dampening Field: The target becomes encased in a field that dampens sounds and vibrations.
Darkvision: Grant ability to see 60 feet in total darkness.
Day's Weariness: Deal 4d8 damage, and fatigue or exhaust a target.
Daze Monster: Target living creature of CR 5 or lower is dazed.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
Distract: Use the feint action with Mysticism in place of Bluff.
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 Snare: You launch a writhing tendril of ectoplasm to snare a creature. Make a ranged attack roll against your target’s EAC.
Ego Whip: You overwhelm your opponent’s ego, diminishing its sense of self, hope, and confidence.
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 Support: Grant alternate uses of the aid another, covering fire, and harrying fire actions.
Extra Sense: You magically amplify or add to a target’s senses.
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.
Fog Cloud: Create a fog that obscures vision.
Force Blast: Cone deals 2d6 force damage and bull rushes creatures.
Furious Shriek: Deal sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining).
Haunted Armor: Armor interferes with the wearer’s movement.
Haunted Combatant: Haunt an enemy’s weapons, interfering with attacks made with those weapons.
Hold Person: Paralyze one humanoid.
Hurl Forcedisk: Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage.
Inflict Pain: Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target.
Last Gasp: Stop a creature from suffocating.
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 Mischief: Invisible tendrils form that you can use to cause mischief.
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.
Merge Consciousness: You merge your consciousness with one touched creature, sharing your strengths and compensating for each other's weaknesses.
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
Mystic Cure: Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature.
Necromantic Revitalization: Restore hit points to an undead creature
Novelty Obsession: You instill in the target an overwhelming obsession for new experiences.
Paranoia: Force a creature to lash out at everyone, even their friends.
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.
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.
Protection From Undead: You shroud yourself with traces of negative energy, appearing to undead creatures as if you’re undead.
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.
Reject Augmentation: Targeted creature is sickened and can't use any augmentations for the duration
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.
Revealing Light: Target light source suppresses invisibility.
School Spirit: In your time of need, you call upon a spirit of your school to help you.
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.
Song Of The Cosmos: Creatures near you must succeed at a Will saving throw or be fascinated for 1 round.
Soul Surge: Attempt an attack versus EAC to deal force damage.
Spider Climb: Grant ability to walk on walls and ceilings.
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.
Status: Monitor condition and position of allies.
Summon Creature: This spell summons an extraplanar creature.
Swim: You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.
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.
Temporal Shudder: You cause a ripple in time that affects all creatures in the area.
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.
Unmask: Remove a creature's magical or nonmagical disguise.
Upgrade Summon: This spell temporarily empowers the abilities of a summoned creature.
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.
Void Vessel: You grant one or more targets the ability to survive in vacuum.
Volcanic Wrath: You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage.
Wall of Steam: Create a wall of fog that emits scalding steam in one direction.
Zone of Truth: Creatures within range can’t lie.

3rd-Level

Accelerated Adaptation: You grant a barathu increased control over its own powers of adaptation.
Akashic Tutor: You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.
Aqueous Form: You temporarily transform part or all of your body into water, gaining unique abilities.
Baleful Polymorph: Change the target's shape 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 Sonata: Deal 8d6 sonic damage to creatures in an area with a chance to stagger.
Bestow Curse: Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.
Bolster Spell: Enhance another creature’s spell as it’s being cast.
Burning Ash Cloud: Creates a cloud that blocks vision and causes fire damage.
Capricious Cats: You conjure a pack of Tiny whimsical cats that scamper and perch within 30 feet of you wherever you move.
Change Attitude: You alter the target’s emotions and perceptions concerning a particular creature or topic.
Charm Monster: Make one creature believe it is your ally or one day per level.
Chromatic Safeguard, Greater: An aurora of lights reduces various types of energy damage by 1d10+10.
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.
Control Winds: You alter the movement of air in an area around you.
Daegoxian Spore Cloud: You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable.
Death Affinity: You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath.
Deep Slumber: Put a number of creatures whose CRs total 8 or less to sleep.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
Dispel Magic: Cancel one magical spell or effect.
Divine Aspect: You adopt the intimidating aura of a god.
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.
Embrace of the Void: You wrap the target in the cold of the Negative Energy Plane, numbing its body.
Etheric Shards: You harden ethereal matter into interplanar blades that are invisible to those who cannot see into the Ethereal Plane.
Extra Sense: You magically amplify or add to a target’s senses.
Fear: All targets within a cone are panicked for 1 minute.
Fluidity of Form: Draw upon the Maelstrom to grant ever- shifting bonuses to a creature.
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).
Glimpse Of Truth: This spell functions as true seeing, except as noted.
Gravity Tether: Deal 5d8 electricity damage to one or two creatures, then manipulate affected enemies' positions.
Grim Insight: Deal 6d10 damage to a creature and cause it to become shaken.
Haste: One creature per level moves and acts faster.
Hologram Memory: Extract a creature’s memory and replay it as a hologram.
Id Insinuation: By invading targets with your psychic presence, you isolate parts of their minds, preventing them from functioning in a coherent manner.
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.
Irradiate: Flood area with dangerous radiation.
Magic Arrow: You launch magical projectiles from your fingertips.
Mental Block: Cause creatures to forget how to use their feats and abilities
Meticulous Match: You compare two similar items and know if they are identical to one another or not.
Mind of Three: You split your mind, retaining your normal consciousness but gaining two other personas.
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
Mystic Cure: Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature.
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.
Orient: Gain a +10 bonus to certain Survival checks.
Parasitic Lifelink: You steal some of the Hit Points that the target would otherwise regain.
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.
Physical Stability: Grant a creature a +2 circumstance bonus against transmutation effects.
Pinpoint Navigation: Gain +10 to Piloting checks for navigation.
Pocket Vacuum: The affected area becomes a vacuum.
Polar Vortex: You generate an arctic storm of harsh winds and battering hail and snow.
Polymorph: Change the target's shape into that of another creature
Psychic Sonar: You project a sonar-like blast of psychic energy that rebounds a moment later.
Psychokinetic Strangulation: Concentrate to immobilize target and deal 3d8 damage per round.
Ray of Exhaustion: Ray makes target exhausted.
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.
Rhapsodic Aegis: Use sonic energy as a protective barrier.
Sharpen Senses: Grant a creature blindsight and a bonus to Perception checks.
Shifting Shadows: You stop all Attacks of Opportunity and makes everyone able to flank.
Sinking Ship: You conjure a massive spectral shipwreck that drops into the designated area then vanishes.
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.
Slow: One creature per level moves and acts slower.
Soul Surge: Attempt an attack versus EAC to deal force damage.
Speak with Dead: Corpse answers up to six questions.
Spiritual Consultation: You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information.
Starlit Span: You conjure a sparkling bridge made of quintessence from the Astral Plane.
Storm-Deflecting Sphere: You surround yourself with an intangible crystalline sphere that grants you electricity resistance 10 for the spell’s duration.
Suggestion: Compel a target to follow stated course of action.
Summon Creature: This spell summons an extraplanar creature.
Surface Transfer: Meld into a solid surface and emerge out of another solid surface within 30 feet multiple times.
Swim: You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.
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.
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's Edge: Deal 10d6 slashing damage to creatures and objects in an area.
Tongues: Target can speak and understand any language.
Tripartite Beam, Greater: You fire three spiraling beams of glowing energy at a target that intertwine midflight into a single tripartite ray.
Umbral Tendrils: Assault a group of creatures with shadowy tentacles.
Viral Destruction: You can cast this spell only immediately after a creature in range dies.
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 Earth: Create an earthen barrier.
Wall of Ice: Create a barrier made of ice.
Warpwave: You blast your target with the ripples of myriad realities, causing it to transform in unpredictable ways that are typically temporary.

4th-Level

Animate Dead: Create controlled undead creatures out of target corpses.
Aqueous Form: You temporarily transform part or all of your body into water, gaining unique abilities.
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
Borrow Corruption: Gain the benefits of a corruption from someone else.
Calm the Storm: Gain bonuses against mind-affecting effects.
Change Attitude: You alter the target’s emotions and perceptions concerning a particular creature or topic.
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.
Control Atmosphere: Alter the corrosiveness, density, or toxicity of the surrounding atmosphere
Control Winds: You alter the movement of air in an area around you.
Cosmic Eddy: Whirlwind deals 4d6 damage and knocks creatures prone.
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.
Death Ward: Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
Dimensional Anchor: Prevent a target from leaving the plane
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.
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.
Elemental Convergence: Mix elemental planar energies together and deal 8d8 damage of two types in an area.
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.
Entropic Shields: You sheath a starship in a protective envelope, shielding it from the hunger of the Void.
Fear: All targets within a cone are panicked for 1 minute.
Furious Shriek: Deal sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining).
Grasping Brambles: You entrap a creature in a cage of thorny brambles that erupts from the ground around them.
Gravity Well: Create a point of high gravity that knocks creatures in the area prone and pulls them closer to the center.
Harness Lightning: Gain cover against attacks that deal electricity damage, and potentially retaliate with electricity damage.
Hold Monster: Paralyze one creature.
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.
Miasma: Create air that sickens those who breathe it.
Mind Probe: Potentially access a target creature’s memories and its knowledge.
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
Mystic Cure: Restore 1d8/3d8/5d8/12d8/16d8/20d8 + your Wisdom modifier Hit Points to a living creature.
Mystical Aegis: Grant a creature a barrier against magic effects.
Necromantic Revitalization: Restore hit points to an undead creature
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.
Plasma Field: You superimpose the surface of a dying star onto the battlefield, forming a field of roiling plasma.
Polymorph, Mass: Change multiple target's shapes to that of another creature
Polymorph: Change the target's shape into that of another creature
Psychic Sonar: You project a sonar-like blast of psychic energy that rebounds a moment later.
Read the Flames: Gives you a single use bonus in the near future.
Reanimate Construct: This spell turns a destroyed construct into a creature that obeys your spoken commands.
Reincarnate: Bring a target dead creature back to life in a random body.
Remove Radioactivity: Remove ongoing radiation effects from a creature or object.
Resistant Armor: Grant DR 10/— or energy resistance 10 to three energy types.
Restoration: Restores ability score drain and negative levels.
Ride The Wave: You briefly become a miniature River Between, coursing across the landscape in an instant.
Shadow Jump: Travel through the Shadow Plane to move to a distant shadow.
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.
Song Of The Cosmos, Greater: Creatures near you are fascinated or dazzled for 1d4 rounds.
Sonic Scream: Deal 6d12 damage in a cone that's more effective underwater.
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.
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.
Summon Creature: This spell summons an extraplanar creature.
Suppressing Field: Weaken spells cast in an area.
Swim: You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.
Telepathic Bond: Link allows allies to communicate.
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.
Tracking Mark: Place a mark on a creature or object that allows you to track it.
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.
Usurp Spell: Take control of another spell being cast nearby.
Void Grasp: Attempt a melee attack to deal 8d8 damage and sicken a creature.
Volcanic Wrath: You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage.
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.

5th-Level

Aqueous Form: You temporarily transform part or all of your body into water, gaining unique abilities.
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
Battlemind Link: Creates a psychic link that gives a bonus to initiative and other benefits.
Break Enchantment: Free creatures from curses, enchantments, and transmutations.
Call Cosmos: Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.
Command, Greater: One creature per level obeys select command for 1 round per level.
Commune With Nature: Learn about terrain for 1 mile per level.
Commune With Planet: Learn information about the planet you occupy, or about a planet in whose orbit you’re within.
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.
Crush Skull: Deal 18d8 damage to living creature’s head.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
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.
Dominate Person: Control humanoid telepathically.
Drift Messenger: You briefly summon an iridia, a spectra native to the Drift, to deliver a message for you.
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.
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.
Fluidity of Form, Mass: Draw upon the Maelstrom to grant ever-shifting bonuses to multiple creatures.
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.
Hailstorm: Creatures in area take 6d8 cold damage and 7d8 bludgeoning damage, and gives –4 penalty to Perception checks, and is considered difficult terrain.
Magic Arrow: You launch magical projectiles from your fingertips.
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
Modify Memory: Change 5 minutes of target’s memories.
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, Mass: Grant multiple creatures a barrier against magic effects.
Necromantic Revitalization: Restore hit points to an undead creature
Physical Stability, Mass: Grant multiple creatures a +2 circumstance bonus against transmutation effects.
Planar Binding: Trap an extraplanar creature of CR 10 or lower until it performs a task.
Polymorph, Mass: Change multiple target's shapes to that of another creature
Polymorph: Change the target's shape into that of another creature
Probability Prediction, Mass: This spell functions as probability predication, except as noted.
Psychic Sonar: You project a sonar-like blast of psychic energy that rebounds a moment later.
Raise Dead: Restore life to a creature that died no more than 1 day per level ago.
Reanimate: Reanimate a recently destroyed construct or undead
Remove Condition, Greater: Remove all harmful conditions affecting a creature.
Resistant Aegis: Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.
Retrocognition: Gain psychic impressions of past events in a certain location.
Shadow Body: Merge yourself with the essence of Shadow, giving you great powers for a time.
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.
Soul Surge: Attempt an attack versus EAC to deal force damage.
Spiritual Consultation: You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information.
Subzero Clutch: Attempt a melee attack for 10d8 cold damage along with a free attempt to grapple.
Summon Creature: This spell summons an extraplanar creature.
Synaptic Pulse, Greater: Stun all creatures within 20 feet for 1d4 rounds.
Telepathy: Communicate mentally with any creatures within 100 feet.
Temporal Flash: Spend a Resolve Point to avoid an attack and teleport to an empty space you could reach with a single move action.
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.
Unravel Magic: Permanently remove a magic item's magical properties.
Volcanic Wrath: You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage.
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.

6th-Level

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.
Antimagic Burst: Unravel magic in an area.
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
Channel the Outer Sphere: Draw concentrated essence from a selected plane in beams that deal 4d8 damage.
Chronal Assault: You appear to teleport repeatedly, making an attack each time you reappear.
Conduit of Destruction: Release your magic in a chaotic aura that deals piercing and/or sonic damage and expands each round.
Control Gravity: Alter gravity in an area.
Control Undead: Undead creatures follow your commands and don’t attack you.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
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.
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.
Ethereal Jaunt: You become ethereal for 1 round per level.
Fist of Damoritosh: Deal 12d8 damage with the force descriptor to creatures in a line and knock them prone.
Flesh to Stone: Turn a creature into a statue.
Furious Shriek: Deal sonic damage to creatures within 30 feet (more if you have fewer than half your HP remaining).
Glimpse The End: You give the target a vision of the end of the Material Plane as it’s consumed by entropy.
Gravitational Singularity: Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside.
Inflict Pain, Mass: Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level.
Lava Floor: Transform the floor into lava that damages and potentially traps creatures in the area.
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.
Mind Swap: Swap your mind with the target
Mind Thrust: Mentally deal 2d10/4d10/7d10/10d10/15d10/17d10 damage to one target.
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.
Necromantic Revitalization: Restore hit points to an undead creature
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.
Polymorph, Mass: Change multiple target's shapes to that of another creature
Polymorph: Change the target's shape into that of another creature
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.
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.
Shadow Walk: Step into a shadowy realm to travel to a destination rapidly.
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.
Snuff Life: Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.
Soul Surge: Attempt an attack versus EAC to deal force damage.
Spiritual Consultation: You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information.
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.
Stop Heart: Concentrate to stop a target’s heart, potentially damaging, dazing, sickening, or even incapacitating the target.
Subjective Reality: You convince yourself one creature or object is an illusion.
Suggestion, Mass: Compel one target per level to follow stated course of action.
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.
Telepathic Jaunt: Use your telepathic bond with a creature to teleport to its location.
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.
True Seeing: Target can see things as they really are.
Vision: Answer a question about a person, place, or object.
Volcanic Wrath: You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage.

No Level

Miracle: Alter reality to better suit you.