| 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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