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    "count": 193,
    "next": "https://api.starfinder.dragonlash.com/spells/?format=api&page=3",
    "previous": "https://api.starfinder.dragonlash.com/spells/?format=api",
    "results": [
        {
            "title": "Enervation",
            "level_requirements": [
                "Mystic 4"
            ],
            "school": "necromancy",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "You shoot a black ray at a target, making a ranged attack against the target’s EAC. If you hit, the target gains 2 temporary negative levels. Negative levels stack. If the target survives, it recovers from negative levels after a number of hours equal to your caster level (maximum 15 hours). An undead creature struck by the ray gains 10 temporary Hit Points for 1 hour.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Enshrining Refuge",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "all creatures in 40-ft. radius burst",
            "targets": "",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates, see text",
            "spell_resistance": "no",
            "description": "All creatures within a 40-foot radius of the spell’s point of origin are protected from violence. Any opponent attempting to directly attack a warded creature, even with a targeted spell, must attempt a Will saving throw. If the opponent succeeds, it can attack that creature normally, though it takes a –2 penalty to attacks against that creature for the duration of the spell. On a failed save, the opponent can’t follow through with the attack, loses that action, and can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack a warded creature remain unaffected.\r\n\r\nThis spell doesn’t prevent warded creatures from being affected by an attack with an area of effect, though a warded creature receives a +2 bonus to saving throws against such attacks.\r\n\r\nEach warded creature can breathe normally, no matter the surrounding atmosphere, and it suffers no harm from being in a hot or cold environment. A warded creature can’t attack without breaking the spell for itself, but it can use harmless spells and abilities that don’t require attack rolls, and it can act otherwise.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Entropic Grasp",
            "level_requirements": [
                "Technomancer 3"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one nonmagical manufactured object (or the volume of the object within a 3-ft.-radius of the touched point) or one manufactured creature touched each round",
            "effect": "",
            "duration": "see text",
            "saving_throw": "Fortitude negates (object)",
            "spell_resistance": "no",
            "description": "Any unattended, manufactured (built from component parts, including metal, wood, plastic, glass, and so on) item you touch crumbles into dust, rust, and decay. If the item is so large that it can’t fit within a 3-foot radius, a 3-foot-radius volume of the material is destroyed. This is an instantaneous effect.\r\n\r\nYou can employ entropic grasp in combat by making a melee attack against your opponent’s EAC. If you hit, you instantaneously reduce a manufactured armor’s KAC and EAC bonus by 3 (to a minimum of a +0 bonus). Damaged armor can be repaired using the Engineering skill; with a successful check, the armor’s armor bonuses are restored to their original values. Against a manufactured creature (generally constructs, but not undead), this attack instead deals 6d12 damage.\r\n\r\nWeapons and equipment in use by an opponent are more difficult to affect with this spell. You attempt a sunder combat maneuver against the item. If successful, you deal 6d6 damage to the weapon or item.\r\nUsed in combat, this spell lasts 1 round per level, and you can make one melee attack each round on future rounds as a standard action. The target can attempt a save to negate each melee attack, but success does not end the spell.\r\n\r\nCasting this spell doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Erase",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one written data set",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "Erase removes writings of either magical or mundane nature from any written storage, including paper, computers, or similar devices. You remove up to 1,500 words worth of text (for computer files, this could be a 1,500-word data file or 1,500 words of computer code). With this spell, you can remove magic runes and glyphs created by spells of 3rd-level and lower.\r\n\r\nNonmagical writing in a book or manual is automatically erased if you touch it and no one else is holding it. Magical writing and computer programs must be touched (either directly or by touching the physical drive that holds the file) to be erased, and you must also succeed at a caster level check (1d20 + caster level) with a DC equal to 11 + the caster level for the magical writing or the item level of the computer’s drive. Computers generally keep backups on a round-by-round basis, and when you erase code from a computer, it takes 1 round for the computer to access its backups. If you erase a file that stores continuous data (like a camera feed), the computer won’t be able to recover the missing round. A natural 1 is always a failure on this check. If you fail to erase writing that is part of a trap (magical or otherwise), you set off that trap.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Chain Surge",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "long (400 ft. + 40 ft./level)",
            "area": "",
            "targets": "one primary target and up to 10 secondary targets, no two of which can be more than 30 ft. from the primary target",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Reflex half, see text",
            "spell_resistance": "yes",
            "description": "Choose a primary target as well as up to 10 secondary targets within 30 feet of the primary target. The primary target must be carrying or wielding some kind of equipment that uses electricity. This spell causes the primary target’s electrical equipment to surge with deadly electricity, which arcs out to strike the secondary targets, dealing 13d12 electricity damage to all targets chosen.\r\n\r\nIf the primary target fails its Reflex save, the spell also shorts out one of that target’s electrical items (your choice) for 1 round, meaning the primary target can’t use it for that period. If the primary target negates the effect entirely (such as with evasion), the secondary targets also suffer no effects.",
            "brief_description": "Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 round.",
            "requires_resolve": false
        },
        {
            "title": "Fatigue",
            "level_requirements": [
                "Mystic 0"
            ],
            "school": "necromancy",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "description": "You make a melee attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Fortitude save or be fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Casting this spell doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Fear",
            "level_requirements": [
                "Mystic 4",
                "Mystic 2",
                "Mystic 3",
                "Mystic 1"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "see text",
            "area": null,
            "targets": "see text",
            "effect": null,
            "duration": "see text",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "description": "With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.\r\n\r\n**1st:** When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds.\r\n\r\n**2nd:** When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.\r\n\r\n**3rd:** When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.\r\n\r\n**4th:** When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.",
            "brief_description": null,
            "requires_resolve": false
        },
        {
            "title": "Feeblemind",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "description": "You fire a scintillating ray at your target, making a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and your target fails its Will saving throw, the target creature’s Intelligence and Charisma scores each drop to 1 (a modifier of –5). The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. It still knows who its friends are and can follow them and even protect them. The target remains in this state until a miracle, psychic surgery, wish, or similar spell is used to cancel the effect. It can’t be removed by effects like _break enchantment_.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Flesh to Stone",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "description": "You fire a dull gray ray at your target, making a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and the target fails its Fortitude save, the target, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the target (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it gives off no sign of life even upon close inspection. Only creatures made of flesh are affected by this spell. \r\n\r\nIf this spell is cast upon a stone creature that was once flesh, it reverses the petrification.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Flight",
            "level_requirements": [
                "Technomancer 4",
                "Technomancer 3",
                "Technomancer 6",
                "Technomancer 5",
                "Technomancer 2",
                "Technomancer 1"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action; see text",
            "range": "see text",
            "area": "",
            "targets": "see text",
            "effect": "",
            "duration": "see text",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.\r\n\r\n**1st:** When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures.\r\n\r\nFor each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).\r\n\r\nThe 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round.\r\n\r\n**2nd:** When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can’t move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.\r\n\r\nThis casting of the spell lasts 1 minute per caster level and is dismissible.\r\n\r\n**3rd:** When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell’s effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can’t carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level. If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.\r\n\r\nThe spell lasts for 1 minute per caster level.\r\n\r\n**4th:** When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target’s fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.\r\n\r\n**5th:** When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).\r\n\r\n**6th:** When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Fog Cloud",
            "level_requirements": [
                "Mystic 2",
                "Technomancer 2"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "20-ft.-radius spread",
            "targets": "",
            "effect": "",
            "duration": "10 minutes/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance) against its attacker. Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target) against their attackers.\r\n\r\nA moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.\r\n\r\nThis spell doesn’t function underwater or in a vacuum.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Force Blast",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "30 ft.",
            "area": "cone-shaped burst",
            "targets": "",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Reflex partial, see text",
            "spell_resistance": "yes",
            "description": "You gather mystical energy and blast it outward in a mighty wave originating from your fingertips, damaging and potentially knocking back your enemies. This spell deals 2d6 force damage to each creature in the area unless it succeeds at a Reflex saving throw for half damage.\r\n\r\nAdditionally, the force from this spell effectively attempts to bull rush all creatures in the area. Attempt a single bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. Compare the result to each target’s KAC + 8. If you’re successful, that creature is knocked back 5 feet, plus 5 additional feet for every 5 by which your attack exceeds the creature’s KAC + 8. If there is an obstacle in the way, the creature stops at the obstacle instead.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Grave Words",
            "level_requirements": [
                "Mystic 0"
            ],
            "school": "necromancy",
            "casting_time": "1 minute",
            "range": "touch",
            "area": "",
            "targets": "one dead creature",
            "effect": "",
            "duration": "1 round",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You can force a touched corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse utters random sentences for 1 round, with a 10% chance this information is of some use to you. Useful information might include warnings about dangers in a wrecked starship, the password to unlock a computer, or the name of a supernatural creature seeking you or your allies. The GM makes the d% roll in secret and decides what information, useful or not, the corpse spews out in its babbling.\r\n\r\nOnce a corpse has been subjected to grave words by any caster, any new attempt to cast grave words on that corpse fails. A corpse must have a mouth or means to speak in order for this spell to function, and the spell doesn’t affect a corpse that has been turned into an undead creature.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Gravitational Singularity",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "conjuration",
            "casting_time": "1 round",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "",
            "effect": "5-ft.-cube gravitational singularity; see text",
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You call into being a tiny particle of mass with infinite density. You must conjure the singularity in a square that is unoccupied by any creatures or objects. When you finish casting this spell, the singularity immediately draws all Medium and smaller creatures and unattended objects of no more than light bulk within 30 feet toward it. Each round on your turn, the singularity makes a single special combat maneuver against creatures within 30 feet with an attack bonus equal to 4 + your caster level + your key ability modifier. Compare the result to each creature’s KAC + 8. If the singularity is successful, that creature is moved 5 feet toward the singularity plus 5 additional feet for every 5 by which the result exceeds a target’s KAC + 8. Unattended objects are automatically moved 10 feet toward the singularity each round. If a creature or object is moved into the square that contains the singularity, it is sucked inside it and takes 12d6 damage at the end of its turn each round it remains within that space.\r\n\r\nA creature drawn into the singularity can take no actions except a full action to try to escape (it still takes damage during the rounds it attempts to escape). A creature must succeed at either an Athletics check (DC = 15 + 1-1/2 × your mystic level) or a DC 22 Strength check to escape the singularity. The singularity can hold up to four Medium creatures or objects (two Small creatures or objects count as one Medium creature, and so on); if it would pull in additional creatures, those creatures are simply pulled into a square adjacent to the singularity.\r\n\r\nA creature within 50 feet of the singularity has its speed reduced by half when it moves away from the singularity. However, it can move at double its normal speed when moving toward the singularity. If a creature moves within 30 feet of the singularity at any point in its movement, it is subject to the combat maneuver described above. A creature that moves neither toward nor away from the singularity moves at its normal speed.\r\n\r\nWhen this spell ends, the singularity disappears, and creatures and objects that were sucked into the singularity appear in the space where you conjured it (or as close as possible to that space, if they can’t all fit within it).",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Grease",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "one 10-ft. square or one object",
            "targets": "",
            "effect": "",
            "duration": "1 minute/level (D)",
            "saving_throw": "Reflex partial, see text",
            "spell_resistance": "no",
            "description": "You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Re ex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Re ex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered  at-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Handy Junkbot",
            "level_requirements": [
                "Technomancer 3"
            ],
            "school": "transmutation",
            "casting_time": "1 round",
            "range": "touch",
            "area": "",
            "targets": "1 bulk of inert electronic equipment; see text",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You turn a pile of technological junk into a robot that can accomplish helpful tasks. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity.\r\n\r\nWhile casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and helpful programming. A handy junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It can accomplish all tasks described in the Computers, Engineering, Piloting, and Sleight of Hand skills, is considered trained in those skills, and has a total skill bonus in each equal to 3 + your caster level. The junkbot is treated as if it is using a hacker’s kit when using the Computers skill and an engineering kit when using the Engineering skill. A handy junkbot can never attack. The junkbot uses your saving\r\nthrow bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target the junkbot, it is treated as a construct with the technological and magical subtypes.\r\n\r\nYou can give new basic commands to your handy junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the junkbot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.\r\n\r\nWhen the handy junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its circuitry fried beyond anything recognizable. You can’t use this refuse as a target to create another junkbot.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Haste",
            "level_requirements": [
                "Technomancer 3",
                "Mystic 3"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "up to one creature/level, no two of which can be more than 30 ft. apart",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "The targeted creatures move and act more quickly than normal. This extra speed has several effects.\r\n\r\nWhen making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time. All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the\r\ntarget’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste counters and negates _slow_.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Healing Junkbot",
            "level_requirements": [
                "Technomancer 3"
            ],
            "school": "transmutation",
            "casting_time": "1 round",
            "range": "touch",
            "area": "",
            "targets": "1 bulk of inert electronic equipment; see text",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You turn a pile of technological junk into a robot that can perform basic healing tasks.\r\n\r\nYou must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and medical skills.\r\n\r\nA healing junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It is considered trained in the Medicine skill and can perform first aid, treat deadly wounds, and treat drugs or poison as if it had a medkit (though it can’t provide long-term care or treat disease). The junkbot has a total skill bonus for Medicine checks equal to 3 + your caster level.\r\n\r\nA healing junkbot can drag or fly one unconscious creature at a time to any spot you designate. It can drag or fly a Small, Medium, or Large creature at half speed. It can drag or fly smaller creatures at normal speed, but it can’t move creatures bigger than Large. A healing junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target it, the junkbot is treated as a construct with the technological and magical subtypes.\r\n\r\nYou can give new basic commands to your healing junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the bot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.\r\n\r\nWhen the healing junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its components and circuitry fried beyond anything recognizable. You can’t use this refuse as a target to create another junkbot.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Heat Leech",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "60 ft.",
            "area": "cone-shaped burst",
            "targets": "",
            "effect": "",
            "duration": "instantaneous; see text",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "description": "You drain the heat from all creatures and objects in the area, dealing 13d8 cold damage. You can store the gathered heat energy in a used battery. If you do so and use that battery when casting explosive blast within 1 minute, that spell deals 2d6 additional fire damage, destroying the used battery. Otherwise, the energy dissipates normally.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Hold Monster",
            "level_requirements": [
                "Mystic 4"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates, see text",
            "spell_resistance": "yes",
            "description": "This spell functions as _hold person_, except it can target any living creature.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Hold Person",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one humanoid creature",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates, see text",
            "spell_resistance": "yes",
            "description": "The target becomes paralyzed and freezes in place. It is aware and breathes normally but can’t take any physical actions, even speech. A held creature can’t cast spells. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creature that is paralyzed can’t flap its wings and falls. A swimmer can’t swim and may drown.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Hold Portal",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one portal up to 20 sq. ft./level",
            "effect": "",
            "duration": "1 minute/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "This spell magically holds shut a door, gate, shutter, or window of any standard material (metal, plastic, stone, wood, and so on), or it reinforces an electronic lock. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.\r\n\r\nAdd 5 to the normal DC for forcing open a portal or hacking an electronic lock affected by this spell.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Hologram Memory",
            "level_requirements": [
                "Mystic 3"
            ],
            "school": "divination",
            "casting_time": "1 full action",
            "range": "touch",
            "area": "",
            "targets": "one living or deceased sentient creature; see text",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates, see text",
            "spell_resistance": "no",
            "description": "You reach into the target’s mind, extract a specific memory, and project that memory into a small hologram that plays in front of you and is visible to all creatures who can see it. The hologram memory can be no longer than 1 minute; if the extracted memory is longer than this, the hologram simply ends. The hologram includes audio as well as visual components, but it does not contain haptic, olfactory, or other components. The hologram typically plays a memory that takes place in a single scene, though it can cut to multiple scenes, if they are accurate to the memory and its length allows. The hologram plays the memory exactly as the target experienced it and from the target’s perspective, so it often lacks context. The target creature must remain quiet and still while the hologram plays or the spell and hologram end.\r\n\r\nThis spell can target any living, unconscious, or deceased sentient creature with an Intelligence score of 3 or higher (or a modifier of –4 or higher). If the target is deceased, it cannot have been dead for longer than 1 week, or this spell fails; once a corpse has been subjected to hologram memory by any caster, any subsequent attempts to cast hologram memory on that corpse fail.\r\n\r\nIf the target is unwilling to share this memory (or if it would be unable to share the memory, in the case of an unconscious or deceased target), it can attempt a Will saving throw with a +4 bonus to negate this spell and its effects.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Holographic Image",
            "level_requirements": [
                "Technomancer 4",
                "Technomancer 3",
                "Technomancer 6",
                "Technomancer 5",
                "Technomancer 2",
                "Technomancer 1"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "see text",
            "area": "see text",
            "targets": "",
            "effect": "",
            "duration": "see text",
            "saving_throw": "Will disbelief",
            "spell_resistance": "no",
            "description": "You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.\r\n\r\n**1st:** When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.\r\n\r\n**2nd:** When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.\r\n\r\n**3rd:** When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.\r\n\r\n**4th:** When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.\r\n\r\n**5th:** When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can’t extend beyond a 20-foot cube plus one 10-foot cube per caster level.\r\nYou can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.\r\n\r\nAlternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can’t\r\nbe based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.\r\n\r\n**6th:** When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.\r\n\r\nIf you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can’t cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.\r\n\r\nAn object isn’t deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Holographic Terrain",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "long (400 ft. + 40 ft./level)",
            "area": "one 20-ft. cube/level (S)",
            "targets": "",
            "effect": "",
            "duration": "2 hours/level (D)",
            "saving_throw": "Will disbelief",
            "spell_resistance": "no",
            "description": "You make terrain look, sound, and smell like some other sort of terrain. Equipment, structures, and vehicles within the area can be hidden or changed in appearance. The illusion includes audible, olfactory, tactile, and visual elements and is effective against cameras, living creatures, robots, and scrying spells. This spell can’t disguise or add creatures nor can it make them invisible (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Hurl Forcedisk",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. +10 ft./level)",
            "area": "",
            "targets": "up to five creatures; see text",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "You create a spinning disk made of pure, shimmering force and hurl it at one opponent within range, potentially striking other nearby enemies as the disk ricochets. Choose the initial target, and make a ranged attack against its EAC. If the attack hits, the disk deals 3d6 force damage. The disk then ricochets to hit up to four more creatures of your choice, each no more than 15 feet from the last target. Make a ranged attack against each successive target’s EAC in turn; the disk deals 2d6 force damage to each secondary target struck (this damage is rolled separately for each target). The disk continues to ricochet in this way until it has attempted to strike five creatures, or until there are no more valid targets, or until you voluntarily end the spell. A creature can take damage only once from a single casting of this spell.\r\n\r\nThe forcedisk is subject to spell resistance, so you must attempt a caster level check (1d20 + your caster level) against each target with spell resistance before determining whether the target might take damage. If you fail this check, the spell ends.\r\n\r\nThe exact shape of the forcedisk is superficially changeable; as part of casting this spell, a spellcaster can decide to make it shaped differently from a traditional disk. For example, using this spell to create a starknife made of force is popular among Desna’s followers. The spell still deals the amount of damage described above regardless of the disk’s shape.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Identify",
            "level_requirements": [
                "Mystic 1",
                "Technomancer 1"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "5 ft.",
            "area": "",
            "targets": "one magic or technological object",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "This spell allows you to attempt to identify the function of a magic item (with Mysticism) or technological device (with Engineering) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell. This spell does not allow you to identify artifacts.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Implant Data",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one computer system or module",
            "effect": "",
            "duration": "1 hour/level or until triggered; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You subtly rearrange the internal circuitry of a computer system or module, programming it to convey a certain dataset when accessed (either normally or if it is hacked). You can implant up to one piece of data per caster level. A piece of data consists of a simple fact, such as a creature or object’s location or physical description, a creature or object’s tangible or intangible value, or another simple statement. When an affected computer system or module is accessed, this implanted data is the first data the accessing individual gains, regardless of what data the individual is actually looking for, though the accessing individual can access the system or module’s actual information if it looks beyond the implanted data. The implanted data vanishes from the system or module once the accessing individual has reviewed it. If this spell’s duration ends before an individual accesses the implanted data, the implanted data vanishes.\r\n\r\nThe implanted data can be made permanent with a special ritual, which takes 1 hour and requires materials worth 5,000 credits. Once it’s made permanent, the implanted data temporarily vanishes after it is accessed, but it returns 1 hour later.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Inflict Pain",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "Will partial, see text",
            "spell_resistance": "yes",
            "description": "You telepathically rack the target’s mind and body with agonizing pain that imposes a –2 penalty to ability checks, attack rolls, and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Inflict Pain, Mass",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "up to one creature/level, no two of which can be more than 30 ft. apart",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "Will partial, see text",
            "spell_resistance": "yes",
            "description": "This spell functions as _inflict pain_, except as noted above.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Inject Nanobots",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "necromancy",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one living creature or construct",
            "effect": "",
            "duration": "instantaneous and 1 round/level; see text",
            "saving_throw": "Fortitude partial and Will partial, see text",
            "spell_resistance": "yes",
            "description": "You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.\r\n\r\nCasting this spell doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Instant Virus",
            "level_requirements": [
                "Technomancer 3"
            ],
            "school": "necromancy",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one construct with the technological subtype",
            "effect": "",
            "duration": "instantaneous; see text",
            "saving_throw": "Fortitude negates, see text",
            "spell_resistance": "yes",
            "description": "You overwhelm your target’s programming, installing a dangerous self-replicating programming virus. This works like a physical or mental disease (your choice), except it ignores the target’s immunity to diseases. The programming virus has a frequency of 1 hour and requires two consecutive saving throws to cure. _Detect affliction_ can reveal the existence of this virus in a construct (the virus is considered a _disease_ for purposes of that spell). Additionally, _remove affliction_ can remove this virus.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Invisibility",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature or object no more than 10 bulk/level",
            "effect": "",
            "duration": "1 minute/level (D)",
            "saving_throw": "Will negates (harmless, object), see text",
            "spell_resistance": "yes (harmless, object)",
            "description": "The creature or object touched becomes invisible (see page 264). If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.\r\n\r\nThe spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Invisibility, Greater",
            "level_requirements": [
                "Technomancer 4"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "This spell functions like _invisibility_, except it doesn’t end if the target attacks.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Invisibility, Mass",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "long (400 ft. + 40 ft./level)",
            "area": "",
            "targets": "any number of creatures, no two of which can be more than 180 ft. apart",
            "effect": "",
            "duration": "1 minute/level (D)",
            "saving_throw": "Will negates (harmless, object), see text",
            "spell_resistance": "yes (harmless, object)",
            "description": "This spell functions like _invisibility_, except the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group can’t see one another. Any individual who moves more than 180 feet from the nearest member of the group loses the benefit of this spell. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Irradiate",
            "level_requirements": [
                "Technomancer 3",
                "Mystic 3"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "10-ft.-radius spread; see text",
            "targets": "",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial, see text;",
            "spell_resistance": "no",
            "description": "This spell floods the area of effect with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect (see page 403). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.\r\n\r\nCaster Level | Radiation Level\r\n:---:|:---:\r\n6th or lower | Low\r\n7th–9th | Medium\r\n10th–16th | High\r\n17th or higher | Severe",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Jolting Surge",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature or object",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "You touch a target with a device you’re holding that uses electricity, requiring a melee attack against the target’s EAC. Alternatively, you can instead touch an electrical device a target is wearing (or a target that is an electrical device, such as a robot) with your hand, gaining a +2 bonus to your attack roll. Either way, if your attack hits, the electrical device surges out of control, dealing 4d6 electricity damage to your target.\r\n\r\nCasting this spell doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Keen Senses",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 minute/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "The target gains a +2 insight bonus to Perception checks and gains low-light vision. Targets that have low-light vision double the distance they can see under the effects of this spell.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Knock",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one door, container, or portal with an area of up to 10 sq. ft./level",
            "effect": "",
            "duration": "instantaneous; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "Knock opens barred, computer-sealed, locked, or stuck doors, as well as those subject to _hold portal_ or _security seal_. When you complete the casting of this spell, attempt a caster level check (1d20 + your caster level) against the DC of the lock or computer seal with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors (but doesn’t identify secret doors you haven’t found) as well as locked or trick-opening containers, starship doors, and similar secured entryways. It also loosens chains, shackles, or welds (provided they serve to hold something shut). If used to open a door closed with security seal, the spell doesn’t remove the seal but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a force field barrier) or open any door or container larger than the spell’s area, nor does it affect ropes, webs, and the like.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Life Bubble",
            "level_requirements": [
                "Mystic 1",
                "Technomancer 1"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "up to one creature/level, no two of which can be more than 30 ft. apart",
            "effect": "",
            "duration": "1 day/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.\r\n\r\nLife bubble doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Logic Bomb",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one computer system or module",
            "effect": "",
            "duration": "1 day/level or until triggered",
            "saving_throw": "see text",
            "spell_resistance": "see text",
            "description": "You infuse one computer system or module with protective energy, inuring it against attempts to access it.\r\n\r\nAs long as this spell is in effect, the first time a creature unsuccessfully attempts to access, destroy, or manipulate the affected computer system or module (using the Computers skill or otherwise), it takes 6d6 damage (either cold, electricity, or fire damage; you choose when casting the spell, and the spell gains the appropriate descriptor). The creature can attempt a Fortitude saving throw for half damage, and spell resistance applies. This damage is in addition to any negative effects the creature suffers due to the system’s other countermeasures.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Magic Missile",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "evocation",
            "casting_time": "1 standard action; see text",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "up to three creatures, no two of which can be more than 15 ft. apart; see text",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.\r\n\r\nYou can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.\r\n\r\nYou can cast this spell as a full action. If you do, you fire three missiles instead of two.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Make Whole",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "transmutation",
            "casting_time": "10 minutes",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one object of up to 1 bulk/level or one construct of any size",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "description": "This spell functions as _mending_, except it restores 5d6 Hit Points when cast on an object or construct creature.\r\n\r\nMake whole can fix destroyed magic items, and it restores the magic properties of the item if your technomancer level is at least twice the item’s level. Items with charges (such as batteries) and single-use items (such as potions and grenades) can’t be repaired in this way. When you cast make whole on a construct, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Mending",
            "level_requirements": [
                "Technomancer 0"
            ],
            "school": "transmutation",
            "casting_time": "10 minutes",
            "range": "10 ft.",
            "area": "",
            "targets": "one object of up to 1 bulk",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "description": "This spell repairs damaged objects and constructs, restoring 1d4 Hit Points. If the object has the broken condition, this condition is removed if the object is restored to at least half its original Hit Points. All of the pieces of an object must be present for this spell to function. A construct can benefit from this spell only once per day. Magic items can be repaired by this spell, but magic items that are destroyed don’t have their magic abilities restored. This spell doesn’t reverse effects that warp or otherwise transmute items, but it can still repair damage dealt to such items.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Microbot Assault",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "",
            "effect": "distracting cloud of microbots",
            "duration": "concentration + 1 round",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud’s area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets.\r\n\r\nThe cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants harrying fire (see page 247) against the foes in its spaces. In addition, the cloud grants covering fire (see page 246) to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Mind Link",
            "level_requirements": [
                "Mystic 1"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn’t language dependent.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Mind Probe",
            "level_requirements": [
                "Mystic 4"
            ],
            "school": "divination",
            "casting_time": "1 minute",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates, see text",
            "spell_resistance": "yes",
            "description": "You gain access to the target’s memories and knowledge, and you can pry the information you want from them involuntarily.\r\n\r\nYou can attempt to learn the answer to one question of your choice per round; after each question, the target can attempt a Will saving throw to end the spell. If it fails, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier. If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check, you gain no information. If it succeeds by 5 or more, it answers however it chooses and you believe that wrong answer to be the truth. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly into your mind. You and the target don’t need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Mind Thrust",
            "level_requirements": [
                "Mystic 4",
                "Mystic 2",
                "Mystic 3",
                "Mystic 5",
                "Mystic 1",
                "Mystic 6"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will half",
            "spell_resistance": "yes",
            "description": "You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.\r\n\r\n**1st:** When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.\r\n\r\n**2nd:** When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.\r\n\r\n**3rd:** When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.\r\n\r\n**4th:** When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.\r\n\r\n**5th:** When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.\r\n\r\n**6th:** When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Miracle",
            "level_requirements": [
                "Mystic -"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "see text",
            "area": "see text",
            "targets": "see text",
            "effect": "see text",
            "duration": "see text",
            "saving_throw": "see text",
            "spell_resistance": "yes",
            "description": "When you cast miracle, you state what you would like to have happen and request that the power to which you are connected intercede. A request that is out of line with the power’s nature is refused. A miracle can do any of the following things.\r\n\r\n* Duplicate any mystic spell of 6th level or lower.\r\n* Duplicate any other spell of 5th level or lower.\r\n* Undo the harmful effects of certain spells, such as _feeblemind_.\r\n* Produce any effect whose power level is in line with the above effects.\r\n\r\nAt the GM’s discretion, you may try to use a miracle to produce greater effects than these, but doing so may be dangerous or the spell may have only a partial effect.\r\n\r\nA duplicated spell allows saving throws and spell resistance as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, miracle counts as a 9th-level spell.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Mirror Image",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "1 minute/level",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.\r\n\r\nWhen you cast mirror image, it creates 1d4 figment images. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack hits, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss, and an attack that misses you due to a miss chance also destroys an image. Area spells and effects that don’t require an attack roll affect you normally and don’t destroy any of your figments. Spells with a range of touch are harmlessly discharged if used to destroy a figment.\r\n\r\nAn attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect. Blindsense doesn’t help distinguish the figments from the real you, but blindsight is sufficient to do so.",
            "brief_description": "",
            "requires_resolve": false
        }
    ]
}
The page title as you'd like it to be seen by the public