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All Sf Spells, duplicates removed for ease

less then 44 UNIQUE SF SPELLS TO BE MADE FROM SCRATCH


0-Level Mystic Spells
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.
Fatigue: Touched creature is fatigued.
Ghost Sound: Create minor illusory sounds.
Grave Words: Force a corpse to babble.
Psychokinetic Hand: Telekinetically move an object of 1 bulk or less.
Stabilize: Cause a dying creature to stabilize.
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.
1st-Level Mystic Spells
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.
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.
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 and your teeth grow sharp, granting you a bite attack.
Charm Person: Make one humanoid creature believe that it is your ally.
Command: One creature obeys a select command for 1 round.
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.
Defrex Hardiness: The target becomes infused with the resilience of a defrex and sprouts bristling spines.
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.
Ectoplasmic Barrage: You fling psychic material, called ectoplasm, at the target, making a ranged attack against its KAC and dealing bludgeoning damage.
Fear: All targets within a cone are panicked for 1 minute.
Gloom Mote: Create a mote of light from the Shadow Plane, which draws other nearby lights down into shadow.
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: Briefly conjure a cybernetic augmentation.Learn the exact location of one creature on the same world as you.
Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.
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 Link: Instantly and telepathically communicate information to a creature.
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
Polymorph: Change the target's shape into that of another creature
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
Share Language: Target understands chosen languages.
Share Memory: Target shares memory with you and five others.
Slithering Chain: Summon a chain from the Shadow Plane to trip your enemy.
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.
Summon Creature: This spell summons an extraplanar creature.
Wisp Ally: Create wisp of energy that shines light and distracts an enemy.
2nd-Level Mystic Spells
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.
Augury: Learn whether an action will be good or bad.
Command Undead: Undead creature obeys your commands.
Dampening Field: The target becomes encased in a field that dampens sounds and vibrations.
Darkvision: Grant ability to see 60 feet in total darkness.
Daze Monster: Target living creature of CR 5 or lower is dazed.
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.
Fog Cloud: Create a fog that obscures vision.
Force Blast: Cone deals 2d6 force damage and bull rushes creatures.
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.
Paranoia: Force a creature to lash out at everyone, even their friends.
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.
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.
See Invisibility: See invisible creatures or objects.
Shield Other: You take half of the target’s Hit Point damage.
Song Of The Cosmos: Creatures near you must succeed at a Will saving throw or be fascinated for 1 round.
Spider Climb: Grant ability to walk on walls and ceilings.
Status: Monitor condition and position of allies.
Venomous Weapon: You touch a weapon that deals bludgeoning, piercing, or slashing damage and imbue it with poison.
Zone of Truth: Creatures within range can’t lie.
3rd-Level Mystic Spells
Bestow Curse: Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.
Burning Ash Cloud: Creates a cloud that blocks vision and causes fire damage.
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.
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.
Dispel Magic: Cancel one magical spell or effect.
Divine Aspect: You adopt the intimidating aura of a god.
Etheric Shards: You harden ethereal matter into interplanar blades that are invisible to those who cannot see into the Ethereal Plane.
Glimpse Of Truth: This spell functions as true seeing, except as noted.
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.
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.
Nightmare: Send a terrible nightmare to a distant target.
Pinpoint Navigation: Gain +10 to Piloting checks for navigation.
Polar Vortex: You generate an arctic storm of harsh winds and battering hail and snow.
Psychokinetic Strangulation: Concentrate to immobilize target and deal 3d8 damage per round.
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.
Slow: One creature per level moves and acts slower.
Speak with Dead: Corpse answers up to six questions.
Suggestion: Compel a target to follow stated course of action.
Synaptic Pulse: Stun all creatures within 20 feet for 1 round.
Tongues: Target can speak and understand any language.
Umbral Tendrils: Assault a group of creatures with shadowy tentacles.
Viral Destruction: Create a virus in a recently dead body, allowing it to strike again and potentially spread the virus further.
4th-Level Mystic Spells
Animate Dead: Create controlled undead creatures out of target corpses.
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.
Confusion: Targets behave randomly for 1 round per level.
Control Atmosphere: Alter the corrosiveness, density, or toxicity of the surrounding atmosphere
Cosmic Eddy: Whirlwind deals 4d6 damage and knocks creatures prone.
Death Ward: Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels.
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.
Ectoplasmic Eruption: Swirling psychic matter, known as ectoplasm, erupts from a point you choose.
Enervation: Ray imposes 2 negative levels.
Gravity Well: Create a point of high gravity that knocks creatures in the area prone and pulls them closer to the center.
Hold Monster: Paralyze one creature.
Miasma: Create air that sickens those who breathe it.
Mind Probe: Potentially access a target creature’s memories and its knowledge.
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
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.
Shadow Jump: Travel through the Shadow Plane to move to a distant shadow.
Song Of The Cosmos, Greater: Creatures near you are fascinated or dazzled for 1d4 rounds.
Telepathic Bond: Link allows allies to communicate.
5th-Level Mystic Spells
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.
Contact Other Plane: Ask questions of an extraplanar entity, with questionable results.
Crush Skull: Deal 18d8 damage to living creature’s head.
Dispel Magic, Greater: Cancel multiple magical spells or effects.
Dominate Person: Control humanoid telepathically.
Feeblemind: Target’s Intelligence and Charisma scores drop to 1.
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.
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.
Synaptic Pulse, Greater: Stun all creatures within 20 feet for 1d4 rounds.
Telepathy: Communicate mentally with any creatures within 100 feet.
Waves of Fatigue: Several targets become fatigued.
6th-Level Mystic Spells
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
Control Gravity: Alter gravity in an area.
Control Undead: Undead creatures follow your commands and don’t attack you.
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.
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.
Mind Swap: Swap your mind with the target
Planar Barrier: Seal an area against all planar travel into or within it.
Plane Shift: As many as eight creatures travel to another plane of your choice.
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.
Snuff Life: Instantly kill or massively damage one creature per 2 caster levels, depending on targets’ CRs.
Star Storm: Hailing plasma deals 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area.
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 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.
True Seeing: Target can see things as they really are.
Vision: Answer a question about a person, place, or object.
No Level Mystic Spells
Technomancer Spells
Miracle: Alter reality to better suit you.

0-Level Technomancer Spells


Dancing Lights: Create and direct up to four lights.
Energy Ray: Ray deals 1d3 acid, cold, electricity, or fire damage.
Fabricate Scrap: Turn 1 bulk of inert matter into an equal amount of junked electronic equipment, suitable for certain spells
Mending: Restore 1d4 Hit Points to an object or construct.
Transfer Charge: Move charges from one power source to another source of the same type.
1st-Level Technomancer Spells
Comprehend Languages: You understand all spoken, signed, and written or tactile languages.
Create Ammunition: Create a specific type of ammunition, such as arrows or a battery.
Detect Tech: Detect technological items with charges or that replenish charges within 60 feet.
Erase: Remove writings of either magical or mundane nature.
Flight: Allow yourself or others to fly.
Grease: Make a 10-ft. square or one object slippery.
Hold Portal: Hold a door shut.
Holographic Image: Illusory double of your likeness can talk and cast spells.
Incompetence: Targeted creatures lose proficiency with one type of weapons
Jolting Surge: Touch deals 4d6 electricity damage.
Junk Armor: Turn junk into light armor or upgrade light armor to heavy armor
Junk Shards: You summon sharp fragments of technological junk that fly toward your target and deal 3d6 piercing and slashing damage.
Junksword: Turn junk into a one-handed melee weapon
Lifting Frame: Holographic lifting frame increases the target’s Strength modifier for carrying capacity and destroying objects.
Magic Missile: Two missiles deal 1d4+1 force damage.
Mental Silence: You create an anti-telepathic field around yourself.
Overheat: Deal 2d8 fire damage to creatures in cone.
Patch Tech: Gain a +3 bonus to checks to arm explosives, disable devices, and repair items.
Recall: Once during the duration, as a reaction, you can reroll a failed skill check to recall knowledge.
Remote Operation: Remotely operate the controls of a computer or vehicle out to a short distance.
Shrink Object: You shrink the target item, transmuting it into a smaller version of itself.
Supercharge Weapon: Touched weapon deals extra damage.
Unseen Servant: Invisible force obeys your commands.
Verdant Code: You turn data into plant matter that either instantly explodes outward or lurks within a device.
2nd-Level Technomancer Spells
Biotic Taclash, Lesser: Create a magic taclash with extra abilities.
Caustic Conversion: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Delay Countermeasures: Delay one computer’s countermeasures.
Directed Denial of Strength Attack: Cause creatures to become encumbered
Electroplating: Give kinetic weapons the ability to bypass material-based damage reduction
Hack Wetware: If the target fails its saving throw, you form a link between their mind and a computer you touch at the time of casting, allowing you to hack their brain
Hoverdisk:
Implant Data: Embed one piece of data per level in a target computer or system.
Inject Nanobots: Touch deals 4d8 damage to target and causes the confused condition.
Instant Upgrade: Briefly conjure a cybernetic augmentation.
Invisibility To Technology: Technological items can’t detect target.
Invisibility: Target is invisible for 1 minute per level or until it attacks.
Knock: Opens a locked or magically sealed door.
Laser Net: Fill a chamber or hall with deadly laser beams.
Logic Bomb: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
Make Whole: Restore 5d6 Hit Points to an object or construct.
Manipulate Tech: Operate a weapon or technological item from a distance.
Microbot Assault: Cloud of tiny robots harasses creatures within it.
Mirror Image: Create decoy duplicates of yourself.
Optimize Technology: Protect a vehicle, construct, or technological device from environmental hazards.
Personal Gravity: You alter gravity’s effects on you.
Recharge: Replenish charges in a battery or item capable of holding charges.
Security Seal: Magically lock a portal, a container, or a security system.
Supercharge Armor: You supercharge the target armor.
Vigilant Junkbot: Create a temporary robot made of junk that can protect you from ranged or melee attacks.
3rd-Level Technomancer Spells
Arcane Sight: Magical sources become visible to you.
Arcing Surge: Deal 10d6 electricity damage in a 120-foot line.
Blast Door: Conjure a door that blocks off a hallway.
Discharge: Disrupts or depowers one target technological item or construct.
Displacement: Attacks miss target 50% of the time.
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.
Groundling: Give a target a burrow speed and DR 5/bludgeoning.
Handy Junkbot: Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.
Healing Junkbot: Robot made of junk can perform Medicine tasks and drag unconscious creature to safety.
Infect Blood: Alter a target’s blood to deal 3d8 damage per round and impose the sickened condition.
Instant Virus: Inflict technological construct with disease.
Nanite Form: Target becomes a cloud of floating nanites.
Nondetection: Hide target from divination and surveillance.
Phantom Cycle: Summon a ghostly motorcycle.
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.
Smog Bank: Noxious fog cloud sickens creatures.
4th-Level Technomancer Spells
Arcane Eye: Invisible floating eye moves 30 feet per round and sends you visual information.
Awaken Computer: Turn a computer into a friendly AI that you and up to four other creatures are authorized to use.
Biotic Shroud: Create a shroud that protects against attacks and lets you fly.
Biotic Taclash: Create a taclash out of nanites with extra abilities.
Corrosive Haze: Cloud deals 4d8 acid damage per round, plus 10 additional damage.
Creation: Create a single object made of vegetable or mineral matter.
Destruction Protocol: Turn nonhostile technological construct against your foes.
Digital Doorway: Teleport from one computer to another within range
Dimension Door: Teleport a short distance.
Invisibility, Greater: Target is invisible for 1 round per level, even if it attacks.
Junk Restraints: You turn a pile of technological junk into fetters and shackles that restrain a creature within range.
Overload Systems: Target creature has a 50% chance to lose each action.
Prowling Junkbot: This spell functions as the handy junkbot spell, but instead creates a stealthy drone that can investigate and spy, transmitting what it sees back to yo
Resilient Sphere: Force globe protects but traps one target.
Rewire Flesh: Turn target partially into a robot, dealing 3d6 damage per round and reducing speed.
Soothing Protocol: Calm a target hostile technological construct.
Transport Passengers: Create extradimensional seating space inside a vehicle or Tiny starship.
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.
Wall of Stone: Wall has 15 Hit Points per inch of thickness and hardness 10.
5th-Level Technomancer Spells
Animate Armor: Briefly control a suit of armor
Control Machines: Command technological constructs within range telepathically.
Heat Leech: Deal 13d8 cold damage to creatures in a cone.
Holographic Terrain: Create a large hologram that depicts terrain and structures.
Hoverdisk, Hoverdisk, Mass:
Mislead: Make yourself invisible and create an illusory double of your likeness.
Passwall: Create a passage through most walls.
Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours.
Prying Eyes: Twenty floating eyes scout for you.
Rapid Repair: Construct or weapon regains 2d8 Hit Points per round for 1 minute.
Synapse Overload: Target takes 18d8 damage and is staggered for 1 minute.
Telekinesis: Move an object, attack creatures, or hurl objects or creatures with your mind.
Teleport: Instantly teleport as far as 2,000 miles.
Transfer Consciousness: Transfer your mind into a computer or willing technological construct, and control its functions.
Unwilling Guardian: Charm a target into protecting you during combat.
Wall of Force: Invisible wall is difficult to destroy.
6th-Level Technomancer SpellS
Battle Junkbot: Create a temporary robot from random junk, turning it into a deadly combatant.
Bilocation: The spell creates an identical copy of you in an adjacent space, along with everything you wear and carry other than artifacts.
Chain Surge: Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 roun
Discharge, Greater: Disrupts or depowers multiple technological items or constructs.
Disintegrate: Ray reduces one creature or object to dust.
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.
Rewire Flesh, Mass: Deal 3d6 damage per round and reducing targets’ speed during that time.
Security Protocol: Protect a building or starship with various technological and magical defenses.
Shadowy Fleet: Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area.
Sympathetic Vibration: Deal 2d10 damage per round to freestanding structure.
Terraform: Alter terrain and climate.
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 Technomancer Spells
Witchwarper Spells
Wish: Alter reality to better suit you.

0-Level Witchwarper Spells


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.
Dazzling Flares: Create bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area.
Hazard: Deal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst.
1st-Level Witchwarper Spells
Enduring Worlds: Extend the infinite worlds feature’s duration.
Puncture Veil: Tiny needles deal damage plus additional bleed damage for 3 rounds.
Shifting Surge: A creature or weapon can deal a different type of energy damage as well as extra damage.
2nd-Level Witchwarper Spells
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.
Parallel Form: Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals
Reality Leap: Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target.
Slice Reality: Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target.
3rd-Level Witchwarper Spells
Antiradiation: Calm an area of radiation, the strength of which depends on your caster level.
Planned Obsolescence: You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties.
Prescience: Concentrate on an enemy, predict their actions, and prepare an appropriate response.
4th-Level Witchwarper Spells
Hateful Visage: The target’s illusory face grants them a bonus to Intimidate checks and the ability to frighten foes.
Modify Outcome: You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward.
5th-Level Witchwarper Spells
Acid Rain: A storm deals 3d6 damage for 1 round per level, imposes a 50% miss chance, and staggers enemies at its end.
Reality Bend: Concentrate on an ally, and shift them up to 10 feet once per round when it’s most convenient.
6th-Level Witchwarper Spells
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.
No Level Witchwarper Spells
Warp Reality: Alter reality to better suit you.
2E COUNTERPART less then 50
Small
SMALLchange REWORK 1st Draft for counterparts Mart#7968
CHANGE less then 12 TO TRANSLATE

DAZE 0-LVL
DETECT POISON 1ST-LVL BUT AFFLICTION /DISEASE Y
DETECT MAGIC 0-LVL
CHILL TOUCH 0-LVL
GHOST SOUND 0-LVL
TALKING CORPSE 4TH-LVL
MAGE HAND 0-LVL
STABILIZE 0-LVL
TELEKINETIC PROJECTILE 0-LVL
MESSAGE 0 LVL BUT TELEPATHIC Y
Prestidigitation 0-LVL

ACID STORM 5TH-LVL


hypercognition 3RD ON COMPUTER, LOREMASTERS ETUDE FOCUS 1ST Y
BALEFUL POLYMORPH-6TH LVL
TRUE STRIKE LVL 1 BUT FOR INITIATIVE ,LUCKY BREAK FOCUS 4 Y REROLLS INITIATIVE
TRUE STRIKE LVL 1 BUT FOR CHARISMA CHECK,LUCKY BREAK FOCUS 4 Y
BLOOD FEAST 5TH AND GLUTTON'S JAW FOCUS 1ST
CHARM PERSON 1ST LVL
1ST
COMPREHEND LANGUAGE 2ND BUT ONLY FOR CUSTOMS Y
4TH
UNUSUAL ANATOMY FOCUS 5TH, BARKSKIN 2ND BUT HAS SPINES THAT RETALIATE FROM MELEE STRIKE,
DETECT POISON LVL 1 BUT ONLY AUGMENTATIONS Y
DETECT POISON LVL 1 BUT ONLY RADIATION Y
DETECT POISON LVL 1 BUT ONLY SURFACE THOUGHTS Y
Illusory Disguise 1ST
ECTOPLASMIC INTERSTICE FOCUS 4TH, SPIRIT BLAST 6, SPIRIT SONG 8 BUT ENTANGLES INCORPOREAL,
1ST
DIM THE LIGHT FOCUS 1ST, OR AS DARKNESS LVL 2 BUT LVL 1 AND ONLY L Y REWORK
SKILL
ILLUSORY SCENE 5TH
ANIMAL FEATURE FOCUS 2
KNOW DIRECTION 0 LVL
AIR BUBBLE 1ST BUT STRONGER Y
CREATE FOOD 2ND ,CREATE WATER 1ST
BEFUDDLE 1ST, MODIFY MEMORY 4TH
ANT HAUL 1ST
MINDLINK 1ST
PHANTOM PAIN 1ST, PHANTASMAL KILLER 4TH
HEAL 1ST
HARM 1ST
PEST FORM 1ST, ANIMAL FORM 2ND, HUMANOID FORM 2ND,INSECT FORM 3RD, AERIAL FORM 4TH ,DINOSAUR FORM 4TH, PLANT FORM 5TH, ELEMENTAL FORM 5TH
RESIST ENERGY 2ND
REACTION TO REVERT TO YOUR FORM
REFLECTIVE SCALES 4TH
RESTORATION 2ND
DETECT POISON 1ST LVL BUT ABOUT ATMOSPHERE Y
PHASE ARROW FEAT 16
COMPREHEND LANGUAGE 2ND
JOIN PASTS 0 LVL
TETHER 1ST BUT TRIP Y
SPIRITUAL GUARDIAN 5TH ?

SUMMON ANIMAL/CONSTRUCT/FEY/PLANT 1ST, SUMMON ELEMENTAL 2ND, CELESTIAL/DRAGON/ENTITY/FIEND/GIANT 5TH,


SUMMON FEY 1ST ?

PEST FORM 1ST


2ND
BIND UNDEAD 3RD
SILENCE 2
2ND
DAZE 0 LVL
TANGLEFOOT 0 -LVL BUT HIGHER,WITH DAMAGE AND GHOST TOUCH PROEPRTY REWORK
BEFUDDLE 1ST

OBSCURING MIST 2ND


HYDRAULIC TORRENT 4TH BUT FORCE DAMAGE AND 30 FT CONE REWORK
SLOW 3 BUT REDUCES SPEED AND GIVES CLUMSY BEFUDDLE 1ST AND TANGLEFOOT 0 LVLREWORK
BEFUDDLE 1ST
PARALYZE 3RD

FEAR 1ST
PARANOIA 2ND
RESTORE SENSES 2ND OR RESTORATION 2ND
REACTION
PHANTOM PAIN 1ST BUT FOR AUGMENTATIONS Y
RESTORATION 2ND
RESTORE SENSES 2ND OR RESTORATION 2ND
RESTORE SENSES 2ND OR RESTORATION 2ND
2ND
SPIRIT LINK LVL 1
HYPNOTIC PATTERN 3RD
2ND
STATUS 2ND
SPIDER STING 1ST, PURPLE WORM STING 6TH
ZONE OF TRUTH 3RD

ABYSSAL PLAGUE 5TH OR CONFUSION 4TH


CLOUDKILL 5TH BUT FIRE DMG Y
CHARM 1ST
CLAIRAUDIENCE 3RD / CLAIRVOYANCE 4TH
HYPNOTIC PATTERN 3RD
UNDEAD FORM
SLEEP 1ST
DISPEL MAGIC
MASK OF TERROR 7TH
EPHEMERAL HAZARDS FOCUS 4TH
TRUE SEEING 6TH BUT NERFED,LOWER LVL,PERSONAL AND 1 ROUND Y FEAT
HASTE 3RD
MIND PROBE 5TH BUT PLAY MEMORY AS HOLOGRAM Y
CONFUSION 4TH
REACTION -BURST SPELL -GIVE EVASION TO ALLIES VS MIND AFFECTING SPELLS EFFECTS
NECROTIC RADIATION 4TH
FEEBLEMIND 6TH BUT MAYBE MODIFIED TO TARGET FEATS Y REWORK
OBJECT READING 1ST
THREEFOLD ASPECT 3RD
NIGHTMARE 4TH
FEAT ASSURANCE OR REROLL FOR PILOTING
ICE STORM 4TH
SUFFOCATE FORCE CHOKE
ENERVATION 4TH
RESTORE SENSES 2ND RESTORATION 2ND
RESIST ENERGY 2ND
SLOW 3RD
TALKING CORPSE 4TH
SUGGESTION 4TH
SYNAPTIC PULSE 5TH
TONGUES 5TH
BLACK TENTACLES 5TH ,CONSUMING DARKNESS FOCUS 5 REWORK

ANIMATE DEAD 1ST coming in apg


BALEFUL POLYMORPH 6TH

4TH

DUST STORM FOCUS 4TH


5TH
4TH
4TH
BANISHMENT 5TH
MODIFY MEMORY 4TH FOR TECHNOLOGICAL DEVICE OBJECT
augury 2nd but more powerful, legend lore ritual 7th Y
ECTOPLASMIC INTERSTICE FOCUS 4TH, volcanic eruption 7th but weaker and can target etREWORK
POLAR RAY 8TH
GRAVITY WELL 3RD
PARALYZE 3RD
STINKING CLOUD 3RD BUT IGNORES ENVIRONMENTAL PROTECTION Y
5TH
6TH RITUAL
PEST FORM 1ST, ANIMAL FORM 2ND, HUMANOID FORM 2ND,INSECT FORM 3RD, AERIAL FORM 4TH ,DINOSAUR FORM 4TH, PLANT FORM 5TH, ELEMENTAL FORM 5TH
TRUE STRIKE 1ST FOR SKILLS SAVES IN FUTURE REROLL FORTUNE EFFECT
CREATE UNDEAD RITUAL 2ND BUT CONSTRUCTS Y
REINCARNATE 3RD
RESTORATION 2ND
ENERGY AEGIS 7TH
RESTORATION 2ND
SHADOW WALK 5TH
UNFATHOMABLE SONG 9TH
TELEPATHIC BOND 5TH

LUCKY BREAK FOCUS 4TH Y


FREEDOM OF MOVEMENT 4TH,FREEDOM RITUAL 8TH,DISJUNCTION 9TH,DISPEL MAGIC 2ND
STORM OF VENGEANCE 9TH COLD FIRE Y
COMMAND 1ST, ENTHRALL 3RD, DOMINATE 6TH
COMMUE WITH NATURE 6TH LVL RITUAL
COMMUE WITH NATURE 6TH LVL RITUAL BUT PLANET Y
COMMUNE 6TH LVL RITUAL
FATAL ARIA FOCUS 10 TH
DISPEL MAGIC 2ND, DISJUNCTION 9TH
DOMINATE 6TH
6TH
4TH
HEAL 1ST
RAISE DEAD 6TH
CREATE UNDEAD RITUAL 2ND OR ANIMATE OBJECT RITUAL 2ND BUT DES Y
RESTORATION 2ND
ENERGY AEGIS 7TH
RETROCOGNITION 7TH
BETTER THEN CLOAK OF SHODOWS FOCUS 1ST,BLANKET OF STARS 6TH,GASEOUS FORM 4TH
SYNAPTIC PULSE 5TH
TELEPATHY 5TH
ENERVATION 4TH

RAISE DEAD 6TH,RESURRECT 5TH RITUAL


REVERSE GRAVITY 7TH IS A LESSER VERSION REWORK
BIND UNDEAD 3RD
SANCTUARY 1ST BUT AREA EFFECT Y
7TH
6TH
GRAVITY WELL3RD,ORB OF ANNIHILATION ITEM ,BLACK HOLE EFFECT REWORK
HARM 1ST
GINYU BODY CHANGE XD, POSSESSION 7TH REWORK
DIMENSIONAL LOCK 7TH
PLANE SHIFT 7TH
RESTORATION 2ND BUT POWERFUL FOR MIND EFFECTS,MENTAL SCORES C Y
7TH
ENERGY AEGIS 7TH
5TH
MASSACRE 9TH
CATACLYSM 10TH
UNDERMINE REALITY 8TH BUT ONLY FOR YOU(PERSONAL Y
SUGGESTION 4TH

PLANE SHIFT 7TH BUT WITH TELEPATHIC BOND Y


6TH
LEGEND LORE 7TH RITUAL

PROPOSE XENOMORPHIC SPELL CHANGES(CLIMB WITH ACID,BURROW WITH FIRE,SWIM WITH COLD,FLY WITH ELECTRICITY,LATER ADD SONIC ,FORCE,PLASMA,POSITI

DANCING LIGHTS 0-LVL


ACID SPLASH/ELECTRIC ARC/RAY OF FROST/PRODUCE FLAME ALL IN ONE 0-LVL

MENDING 1ST-LVL

COMPREHEND LANGUAGE 2ND

DETECT MAGIC 0 LVL BUT TECHNOLOGICAL ITEMS Y


REDACT 1ST FOCUS
LEVITATE 3RD, FLY 4TH
1ST

ILLUSORY CREATURE 2ND


BEFUDDLE 1ST LVL
SHOCKING GRASP 1ST BUT ACTIVATE OR DISABLE TECH DEVICE Y
MAGE ARMOR 1ST BUT TECHNOLOGICAL FROM JUNK Y

TELEKINETIC HAUL 5TH


1ST
SILENCE 2ND
BURNING HANDS 1ST
GUIDANCE 0-LVL
SKILL

SHRINK 2ND BUT OBJECT Y

UNSEEN SERVANT 1ST


FUNGAL INFESTATION 2ND WITH BLISTER 5TH AND ENTANGLE 2ND

ACID ARROW 2ND

RAY OF ENFEEBLEMENT 1ST


MIND PROBE 5TH ,SUGGESTION 4TH, MODIFY MEMORY 4TH Y
FLOATING DISK 1ST
MODIFY MEMORY 4TH FOR COMPUTERS, SECRET PAGE 3RD FOR COMPUTERS, REDACT FOCUS 1ST
CONFUSION 4TH AND MAYBE PHANTOM PAIN 1ST? Y REWORK

INVISIBILITY 2ND TO TECHNOLOGY


INVISIBILITY 2ND
KNOCK 2ND
WALL OF FIRE 4TH WITH WALL OF THORNS 3RD BUT MODIFIED REWORK

HEAL 1ST FOR OBJECTS AND CONSTRUCTS TECHNOLOGICAL ITEMS

MIRROR IMAGE 2ND


ENDURE ELEMENTS 2ND FOR TECHNOLOGICAL ITEMS,VEHICLES,CONSTRUCY

LOCK 1ST BUT TECHNOLOGY Y

SUMMON CONSTRUCT 1ST

DETECT MAGIC 0-LVL BUT STRONGER FASTER BETTER Y


LIGHTNING BOLT 3RD

BLUR 2ND
WITHERING GRASP FOCUS 1
FIRE BALL 3RD BUT FROM A BATTERY Y
MAGIC WARRIOR TRANSFORMATION FOCUS 2, SHIFTING FORM FOCUS 4TH
SUMMON CONSTRUCT 1ST FROM JUNK
SUMMON CONSTRUCT 1ST WITH BATTLE MEDICINE FEAT
PURPLE WORM STING 6TH
ABYSSAL PLAGUE 5TH FOR CONSTRUCTS
GASEOUS FORM 4TH AND SWARM FORM FOCUS 4TH
NONDETECTION 3RD
PHANTOM STEED 2ND BUT GHOSTLY MOTORCYCLE Y

TRUE STRIKE 1ST ALSO FOR SKILLS SAVES


STINKING CLOUD 3RD

PRYING EYE 5TH


AS AWAKEN ANIMAL RITUAL 6TH BUT AI
TEMPEST FORM FOCUS 6TH, DIAMOND DUST FOCUS 4TH, CONTROL SAND 7TH BUT ALSO CAN GRANT FLY AND CONCEALMENT,CHECK WHIRLING SCARVES 3RD

ACID STORM 5TH BUT ALSO DAMAGES OBJECTS Y


CREATION 4TH
ENTHRALL 3RD, DOMINATE 6TH
TREE STRIDE 5TH BUT COMPUTERS Y
DIMENSION DOOR 4TH
INVISIBILITY 2ND
TANGLING CREEPERS 6TH BUT ONE TARGET Y
SYNESTHESIA 5TH
SUMMON CONSTRUCT 1ST BUT STEALTHY
4TH
GRISLY GROWTHS 5TH
CALM EMOTIONS 2ND BUT FOR CONSTRUCTS Y

4TH
5TH

animate object 2nd ritual AS WITH COMMAND ANIMAL BUT ARMOR


DOMINATE 6TH, ENTHRALL 3RD, COMMAND 1ST BUT ALL FOR CONSTRUCTY
CONE OF COLD 5TH BUT STORE THAT ENERGY IN A BATTERY FOR STRONGERY
ILLUSORY SCENE 5TH
FLOATING DISK 1ST
MISLEAD 6TH
5TH
4TH
PRYING SURVEY 8TH
REGENERATE 7TH FOR CONSTRUCTS
SYNAPTIC PULSE 5TH WITH DAMAGE
TELEKINETIC PROJECTILE 0 LVL,TELEKINETIC HAUL 5TH, TELEKINETIC MANEUVER 2ND
TELEPORT 6TH
POSSESSION 7TH BUT CONSTRUCTS/COMPUTERS Y
DOMINATE 6TH
6TH

SUMMON CONSTRUCT 1ST


DUPLICATE FOE 7TH BUT YOURSELF Y
CHAIN LIGHTNING 6TH WITH PRIMARY TARGETS TECHNOLOGICAL DEVICE Y

6th
TELEPORT 6th
GONE
GRISLY GROWTHS 5TH

WEIRD 9 TH, PHANTASMAL CALAMITY 6TH, MAYBE A NEW SPELL ALLTOGETHER, STORM OF VENGEANCE 9TH
EARTHQUAKE 8TH
RITUAL
VEIL 4TH
WALL OF FORCE 6TH BUT STRONGER REWORK
SPELLS TO PROPOSE :SUMMON POWERED ARMOR(POWER RANGER FOR SPEED,DOOOMGUY FOR DAMAGE,OR ETC) ,SUMMON MECH SUIT,AND LVL 10 SUMMON ZO
10TH

GUIDANCE 0-LVL
AS PRECIOUS METALS FOCUS 4TH
GHOST SOUND 0-LVL
SAME AS ENERGY RAY ABOVE BUT WITH SPLASH EFFECT Y

GRIM TENDRILS 1ST


BESPELL WEAPON FEAT 4 WIZARD

CREATION 4TH BUT YOU SWAP ONE OF YOUR ITEMS Y


VEIL 4TH
DIMENSION DOOR 4TH Y
HORRID WILTING 8TH

MASK OF TERROR 7TH


TRUE TARGET 7TH

ACID STORM 5TH


COLLECTIVE TRANSPOSITION 6TH

BLACK TENTACLES 5TH,HORRID WILTING 8TH, GRASPING GRAVE FOCUS 5TH,TANGLING REWORK
WEIRD 9TH, PHANTASMAL CALAMITY 5TH

ALTER REALITY 10TH, UNDERMINE REALITY 8TH


TH, ELEMENTAL FORM 5TH, DRAGON FORM 6TH, MONSTROSITY FORM 8TH, SHAPECHANGE 9TH, AVATAR 1OTH,NATURE INCARNATE 10 TH
ECTING SPELLS EFFECTS
TH, ELEMENTAL FORM 5TH, DRAGON FORM 6TH, MONSTROSITY FORM 8TH, SHAPECHANGE 9TH, AVATAR 1OTH,NATURE INCARNATE 10 TH
IC ,FORCE,PLASMA,POSITIVE,NEGATIVE,B,P,S AND CAN MIX AND MATCH ELEMENTS,
RLING SCARVES 3RD
AND LVL 10 SUMMON ZORD(NATURE INCARNATE BUT CAN ALSO BE USED AS A SHIP XD

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