Archives of Nethys

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All Spells | Rituals
Mystic | Precog | Technomancer | Witchwarper


Witchwarper Spells

0-Level

Adhere: Create a strong molecular bond with an object or in a square.
Charming Veneer: Give a creature a bonus to Charisma-based checks, and speed its gathering of information.
Churn Fluid: Change the chemical composition of up to 1 bulk of liquid per level.
Climate Adaptation: Protect a creature from extreme heat or cold.
Dancing Lights: Create and direct up to four lights.
Daze: Humanoid creature of CR 3 or lower is dazed.
Dazzling Flares: Create bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area.
Detect Magic: Detect spells and magic items within 60 feet.
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.
Hazard: Deal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst.
Magic Mark: Place a visible or invisible mark of your choosing on a creature or object.
Mending: Restore 1d4 Hit Points to an object or construct.
Misfire: Cause an item to fail to function.
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.
Quick Change: Change the appearance of armor and clothing you're wearing.
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.
Starwalk: You can better control your movement in zero gravity.
Stumble: Cause a creature to become off-target and move at half speed for one round.
Token Spell: Perform simple magical effects.
Vanishing Trick: Turn an object invisible.
Varied Veneer: Make an object appear broken or nonfunctional, or make a broken object appear to be functional.
Wardrobe Change: You magically alter whatever clothes you’re wearing, transforming them into a new outfit.

1st-Level

Acidic Mist: You call forth the corrosive atmosphere of a gas giant to damage your opponents.
Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties.
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
Biome Adaptation: Adapt a creature to the environment, granting several bonuses.
Build Trust: You get a sense of the best way to interact with the target to encourage positive regard toward you.
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.
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 Languages: You understand all spoken, signed, and written or tactile languages.
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.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
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.
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.
Enduring Worlds: Extend the infinite worlds feature’s duration.
Erase: Remove writings of either magical or mundane nature.
Extra Sense: You magically amplify or add to a target’s senses.
Fear: All targets within a cone are panicked for 1 minute.
Flight: Allow yourself or others to fly.
Fluid Morphism: Provide an enhancement bonus to a creature's ability and skill checks.
Grease: Make a 10-ft. square or one object slippery.
Gyre: You cause the water in gyre’s area of effect to form a twisting whirlpool that drags creatures in and down.
Helping Hands: Grant extra hands that assist with some skill checks and item manipulation.
Hold Portal: Hold a door shut.
Identify: Gain +10 bonus to identify items of a magic or technological nature.
Jolting Surge: Touch deals 4d6 electricity damage.
Junk Shards: You summon sharp fragments of technological junk that fly toward your target and deal 3d6 piercing and slashing damage.
Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.
Mental Silence: You create an anti-telepathic field around yourself.
Modulate Frequency: Modify the sounds emitted by an object or creature.
Overheat: Deal 2d8 fire damage to creatures in cone.
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
Pressurize: You increase the water pressure in pressurize’s area, dealing 2d10 bludgeoning damage to creatures that enter or start their turn in the area.
Puncture Veil: Tiny needles deal damage plus additional bleed damage for 3 rounds.
Quick Change: Change the appearance of armor and clothing you're wearing.
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.
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.
Shifting Surge: A creature or weapon can deal a different type of energy damage as well as extra damage.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Soul Surge: Attempt an attack versus EAC to deal force damage.
Summon Creature: This spell summons an extraplanar creature.
Swap Initiative: Switch places in initiative order with a willing creature.
Swim: You magically enhance one or more targets’ physiologies to allow them to swim through liquids with increasing levels of ease and grace.
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.
Translocate Object: You instantly transfer an object held in your hand to the hand of a willing creature within range.
Verdant Code: You turn data into plant matter that either instantly explodes outward or lurks within a device.
Wall of Fog: Create a bank of obscuring fog.
Wisp Ally: Create wisp of energy that shines light and distracts an enemy.

2nd-Level

Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties.
Akashic Tutor: You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.
Algae Bloom: You conjure a toxic algae bloom composed of particles that are sufficiently tiny to bypass standard environmental protections.
Alter Corpse: You cause a corpse to change to suit a narrative you choose.
Alter Enhancement: You tap into the multiverse and find a reality with a forgotten object similar to the target of this spell, swapping that item with the target item.
Amorphous Form: Your body briefly shifts into an amorphous form, enabling you to circumvent certain attacks and squeeze through tight spaces.
Anchor: Create a magical anchoring cable.
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
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.
Body Double: You make one creature look like another.
Cairn Form: You transform your outer layer into solid rock, amplifying your offense and defense.
Caustic Conversion: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Change Attitude: You alter the target’s emotions and perceptions concerning a particular creature or topic.
Control Winds: You alter the movement of air in an area around you.
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.
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.
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.
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.
Flight: Allow yourself or others to fly.
Flux Density: When you cast flux density, choose rise or sink.
Fog Cloud: Create a fog that obscures vision.
Force Blast: Cone deals 2d6 force damage and bull rushes creatures.
Hold Person: Paralyze one humanoid.
Inflame: If target takes any physical damage the spell dead 4d6 damage to target and all around them.
Invisibility: Target is invisible for 1 minute per level or until it attacks.
Knock: Opens a locked or magically sealed door.
Make Whole: Restore 5d6 Hit Points to an object or construct.
Mirror Image: Create decoy duplicates of yourself.
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
Personal Gravity: You alter gravity’s effects on you.
Polymorph: Change the target's shape into that of another creature
Reality Leap: Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target.
Remove Condition: Remove one moderate harmful condition affecting a creature.
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.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Slice Reality: Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target.
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.
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.
Summon Creature: This spell summons an extraplanar creature.
Sustaining Shelter: You gently coax the surrounding terrain into a defensive dome capable of protecting you from harmful environments.
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.
Uncanny Luck: Reroll a saving throw or an enemy's attack roll.
Unmask: Remove a creature's magical or nonmagical disguise.
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.
Wall of Steam: Create a wall of fog that emits scalding steam in one direction.

3rd-Level

Accelerated Adaptation: You grant a barathu increased control over its own powers of adaptation.
Acid Puddle: Create a damaging pool of acid.
Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties.
Akashic Tutor: You communicate with the Akashic Record of one of your classmates or former instructors, asking them to assist you in a task.
Antiradiation: Calm an area of radiation, the strength of which depends on your caster level.
Aqueous Form: You temporarily transform part or all of your body into water, gaining unique abilities.
Arcane Sight: Magical sources become visible to you.
Archive: You magically remove data from the target computer or module.
Autopilot: Install a temporary AI into a vehicle that can act as an autopilot.
Baleful Polymorph: Change the target's shape to that of a smaller, weaker creature
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.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute per level.
Control Winds: You alter the movement of air in an area around you.
Corrode Battery: You cause the energy cells of a technological item to corrode, causing it to unreliably hold a charge.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
Dimensional Crash: You instantly transfer yourself from your current location to a spot within range that’s occupied by another creature, otherwise functioning as per dimension door.
Dispel Magic: Cancel one magical spell or effect.
Displacement: Attacks miss target 50% of the time.
Ectoplasmic Barrage: You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage.
Entropic Grasp: Touch decays a construct or nonmagical manufactured item once per round per level.
Etheric Shards: You harden ethereal matter into interplanar blades that are invisible to those who cannot see into the Ethereal Plane.
Explosive Blast: Deal 9d6 fire damage to creatures in a 20-foot radius.
Extra Sense: You magically amplify or add to a target’s senses.
Fear: All targets within a cone are panicked for 1 minute.
Fey Pranksters: You summon a 10-foot-by-10-foot swarm of mischievous fey creatures armed with various tiny weapons who fly around chaotically.
Flight: Allow yourself or others to fly.
Fluidity of Form: Draw upon the Maelstrom to grant ever- shifting bonuses to a creature.
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.
Helping Hands, Helping Hands, Mass:
Ice Bolt: You cause the ambient atmosphere or water to flash freeze, creating a jagged icicle that deals 5d6 cold and 5d6 piercing to each creature in its area.
Id Insinuation: By invading targets with your psychic presence, you isolate parts of their minds, preventing them from functioning in a coherent manner.
Irradiate: Flood area with dangerous radiation.
Meticulous Match: You compare two similar items and know if they are identical to one another or not.
Negate Spell: Negate a spell being cast that's 3rd level or lower.
Nondetection: Hide target from divination and surveillance.
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.
Physical Stability: Grant a creature a +2 circumstance bonus against transmutation effects.
Planned Obsolescence: You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties.
Plasma Snare: Attempt an attack to deal 3d6 electricity and fire damage and entangle a target, dealing further damage.
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
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.
Ray of Exhaustion: Ray makes target exhausted.
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.
Selective Invisibility: As invisibility but you can pick someone who can still see you.
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.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Sinking Ship: You conjure a massive spectral shipwreck that drops into the designated area then vanishes.
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.
Suggestion: Compel a target to follow stated course of action.
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.
Time's Edge: Deal 10d6 slashing damage to creatures and objects in an area.
Tongues: Target can speak and understand any language.
Void Whispers: The target’s mind is flooded with elder mysteries from the dark between the stars, galaxies, and dimensions.
Wall of Air: You cause a massive sheet of flowing air to appear.
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

Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties.
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
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.
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.
Creation: Create a single object made of vegetable or mineral matter.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
Dimension Door: Teleport a short distance.
Dismissal: Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
Drift Prediction: You glimpse a narrow range of possibilities related to a starship’s next Drift journey initiated within the next 24 hours.
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.
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.
Flight: Allow yourself or others to fly.
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.
Hateful Visage: The target’s illusory face grants them a bonus to Intimidate checks and the ability to frighten foes.
Hold Monster: Paralyze one creature.
Invisibility, Greater: Target is invisible for 1 round per level, even if it attacks.
Magic Seal: Place a seal on a creature that interferes with its ability to use magic.
Miasma: Create air that sickens those who breathe it.
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.
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.
Polymorph, Mass: Change multiple target's shapes to that of another creature
Polymorph: Change the target's shape into that of another creature
Reincarnate: Bring a target dead creature back to life in a random body.
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.
Ride The Wave: You briefly become a miniature River Between, coursing across the landscape in an instant.
Shared Gravity: Adjust gravity for creatures and objects in an area.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Song of the Cosmos, Greater: Creatures near you are fascinated or dazzled for 1d4 rounds.
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 Surge: Attempt an attack versus EAC to deal force damage.
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.
Uncanny Eruption: You form the crater of an active volcano at a target location, immediately exposing all creatures in the area to lava.
Usurp Spell: Take control of another spell being cast nearby.
Void Grasp: Attempt a melee attack to deal 8d8 damage and sicken a creature.
Wall of Fire: Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage.
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

5th-Level

Acid Rain: A storm deals 3d6 damage for 1 round per level, imposes a 50% miss chance, and staggers enemies at its end.
Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties.
Afterimage: You instantly teleport from your current location to any other spot within range, be that a place you visualize or simply by deciding a direction and distance.
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
Break Enchantment: Free creatures from curses, enchantments, and transmutations.
Contact Other Plane: Ask questions of an extraplanar entity, with questionable results.
Creation: Create a single object made of vegetable or mineral matter.
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.
Ectoplasmic Barrage: You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage.
Flight: Allow yourself or others to fly.
Fluidity of Form, Mass: Draw upon the Maelstrom to grant ever-shifting bonuses to multiple creatures.
Hailstorm: Creatures in area take 6d8 cold damage and 7d8 bludgeoning damage, and gives –4 penalty to Perception checks, and is considered difficult terrain.
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.
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
Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours.
Radiation Ray: Deal 8d12 fire damage to a creature and expose it to high radiation.
Raise Dead: Restore life to a creature that died no more than 1 day per level ago.
Rapid 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.
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.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Sniper's Edge: Fire a sniper weapon with supernatural precision.
Soul Surge: Attempt an attack versus EAC to deal force damage.
Summon Creature: This spell summons an extraplanar creature.
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.
Unwilling Guardian: Charm a target into protecting you during combat.
Wall of Force: Invisible wall is difficult to destroy.
Weight of Ages: Deal 10d8 damage to multiple creatures and cause them to become encumbered.

6th-Level

Adamantine Shot: Transmute ammunition into adamantine alloy and attack with it, dealing damage and inferring special properties.
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
Bilocation: The spell creates an identical copy of you in an adjacent space, along with everything you wear and carry other than artifacts.
Control Gravity: Alter gravity in an area.
Destructive Rebuke: You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body.
Disintegrate: Ray reduces one creature or object to dust.
Ectoplasmic Barrage: You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage.
Enshrining Refuge: Targets can’t attack or be attacked, but can exist comfortably.
Ethereal Jaunt: You become ethereal for 1 round per level.
Flesh to Stone: Turn a creature into a statue.
Flight: Allow yourself or others to fly.
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.
Ice Prison: Deal 8d6 cold damage and cause a creature to become paralyzed, along with additional damage per round.
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 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.
Polymorph, Mass: Change multiple target's shapes to that of another creature
Polymorph: Change the target's shape into that of another creature
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.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Soul Surge: Attempt an attack versus EAC to deal force damage.
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.
Subjective Reality: You convince yourself one creature or object is an illusion.
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.
Terraform: Alter terrain and climate.
True Seeing: Target can see things as they really are.
Unspeakable Presences: Enemies in the area take 4d6 damage per round, cannot move, and might be devoured whole.
Usher Apocalypse: Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area.
Veil: Change appearance of a group of creatures.
Wall of Steel: Wall has 45 Hit Points per inch of thickness and hardness 15.

No Level

Warp Reality: Alter reality to better suit you.