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{
    "count": 193,
    "next": "https://api.starfinder.dragonlash.com/spells/?format=api&page=4",
    "previous": "https://api.starfinder.dragonlash.com/spells/?format=api&page=2",
    "results": [
        {
            "title": "Mislead",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "personal; see text",
            "area": "",
            "targets": "",
            "effect": "one illusory double",
            "duration": "1 round/level (D) and concentration + 3 rounds; see text",
            "saving_throw": "none or Will disbelief, see text",
            "spell_resistance": "no",
            "description": "You become invisible (as greater invisibility), and at the same time, a figment double of you (as per a 3rd-level casting of holographic image) appears. The double appears within close range (25 feet + 5 feet/2 levels) but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it can’t attack or cast spells, though it can pretend to do so.\r\n\r\nThe illusory double lasts as long as you concentrate upon it plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility lasts for 1 round per level, regardless of concentration.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Explosive Blast",
            "level_requirements": [
                "Technomancer 3"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "20-ft.-radius burst",
            "targets": "",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "description": "You magically transform a used battery into a powerful explosive device, propelling it in a straight line to a grid intersection within range, at which point it detonates, dealing 9d6 fire damage to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a ranged attack (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 for an extremely narrow opening) to avoid hitting the side and detonating it prematurely.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Nondetection",
            "level_requirements": [
                "Technomancer 3"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature or object",
            "effect": "",
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "description": "The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance and spells with the word “detect” in their names. Nondetection also prevents location by magic items such as crystal balls and technological items such as cameras and surveillance systems. Casting this spell places significant stress on you, and requires you to spend 1 Resolve Point.\r\n\r\nIf a magic divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC equal to 11 + your caster level. If surveillance is attempted with remote cameras or sensors, the viewer must succeed at a Perception check against a DC equal to 11 + your caster level to see the target. If you cast nondetection on yourself or on an item currently in your possession, the DC for each these checks is equal to 15 + your caster level. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.\r\n\r\nNondetection protects the target only from discovery by items and remote sensors, not by creatures. A camera mounted to a wall and monitored from a security booth is subject to nondetection, but a camera in a creature (including constructs) is not.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Overheat",
            "level_requirements": [],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "15 ft.",
            "area": "cone-shaped burst",
            "targets": "",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Reflex half",
            "spell_resistance": "yes",
            "description": "You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Overload Systems",
            "level_requirements": [
                "Technomancer 4"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "Fortitude negates",
            "spell_resistance": "yes",
            "description": "By touching the target (usually requiring a melee attack roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target’s body with random jolts of electricity or other interference. On a failed Fortitude save, the target is overwhelmed and potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a 50% chance that the target simply takes no action instead. Roll this chance separately for each action the target would take. For example, if the target wishes to move and attack during its turn, it would roll d% twice to determine whether it could take those actions—once before each action it wishes to take. Each attack of a full attack action counts as separate action.\r\n\r\nThis spell is effective against living and unliving creatures, and casting it doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Passwall",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "",
            "effect": "5-ft.-by-8-ft. opening",
            "duration": "1 hour/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You can create a passage through metal, plaster, plastic, stone, or wooden walls, but you can not create one through force fields, starship bulkheads, or other harder materials. The passage is 30 feet deep. If the wall’s thickness is more than the depth of the passage created, then a single casting of passwall simply makes a niche or short tunnel. Several castings of passwall can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is more than one, or out the sole exit.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Planar Barrier",
            "level_requirements": [
                "Technomancer 6",
                "Mystic 6"
            ],
            "school": "abjuration",
            "casting_time": "6 rounds",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "one 60-ft. cube/level (S)",
            "targets": "",
            "effect": "",
            "duration": "24 hours",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "Planar barrier seals an area against all planar travel into or within it. This includes all teleportation spells, summoning spells, plane shifting, astral travel, and ethereal travel. Such effects simply fail automatically. Starships cannot enter or emerge from Drift travel in an area affected by this spell.\r\n\r\nDispel magic does not dispel your planar barrier effect unless the caster level of the creature attempting to dispel it is at least as high as your own. You can’t have multiple overlapping planar barrier effects. If planar barrier effects woulds overlap, the more recent effect stops at the boundary of the older effect.\r\n\r\nA planar barrier can be made permanent with a special ritual, which takes 1 hour and requires materials worth 15,000 credits per 60-foot cube.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Planar Binding",
            "level_requirements": [
                "Technomancer 4",
                "Mystic 4",
                "Technomancer 6",
                "Technomancer 5",
                "Mystic 5",
                "Mystic 6"
            ],
            "school": "conjuration",
            "casting_time": "10 minutes",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": null,
            "targets": "see text",
            "effect": null,
            "duration": "instantaneous; see text",
            "saving_throw": "Will negates",
            "spell_resistance": "yes, see text",
            "description": "Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell. The CR of the outsider you can call with planar binding depends on the spell’s level.\r\n\r\n**4th:** One outsider of CR 4 or lower\r\n**5th:** One outsider of CR 7 or lower\r\n**6th:** One outsider of CR 10 or lower\r\n\r\nThe target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A planar barrier spell cast in the area prevents the creature from escaping via dimensional travel.\r\n\r\nIf the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn’t sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands.\r\n\r\nOnce the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can’t complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions.\r\n\r\nWhen you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor.",
            "brief_description": null,
            "requires_resolve": false
        },
        {
            "title": "Plane Shift",
            "level_requirements": [
                "Technomancer 6",
                "Mystic 6"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature, or up to eight willing or unconscious creatures",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "description": "You move yourself or some other creature to another plane of existence or alternate dimension. If several willing or unconscious creatures are linked by hand in a circle, as many as eight can be affected by a single casting of plane shift. Arriving at a precise location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane (except for the Drift), though you appear 5 to 500 miles (5d%) from the last place one of the targets (your choice) was located last time that target traveled to that plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as interplanetary teleport, to travel on the new plane. Mystics must have an object attuned to a specific plane or native to that plane in order to use plane shift to travel to a plane. A technomancer requires a planar navigational program for a specific plane in order to travel to that plane with plane shift. Special rituals, jealously hoarded by powerful technomancers and mystics, can allow you to travel to specific locations on the chosen plane, or even to unknown worlds.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Private Sanctum",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "abjuration",
            "casting_time": "10 minutes",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "one 30-ft. cube/level (S)",
            "targets": "",
            "effect": "",
            "duration": "24 hours (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.\r\n\r\nDivination (scrying) spells can’t perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), and technological communication (as it blocks broadcasts), but it doesn’t prevent other magic communication, such as a telepathic message spell, or telepathic communication.\r\n\r\nThe spell does not prevent creatures or objects from moving into and out of the area.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Probability Prediction",
            "level_requirements": [
                "Technomancer 3"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "1 round/level (D); see text",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "You open your mind to read the underlying probability of the universe. At any point during the duration of this spell, you can discharge it to reroll any d20 roll (attack roll, saving throw, skill check, etc.; see page 243). This takes no action, but you must choose to do it before you learn the results of the first roll. You must take the result of the second roll, even if it is worse.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Prying Eyes",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "divination",
            "casting_time": "1 minute",
            "range": "1 mile",
            "area": "",
            "targets": "",
            "effect": "20 magical sensors",
            "duration": "1 hour/level (D); see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You create 20 semitangible, visible magical orbs called “eyes.” These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.\r\n\r\nWhile the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct (about the size of a small apple) with the magical subtype. They each have 1 Hit Point and EAC and KAC of 18, and they fly at a speed of 30 feet with a +20 bonus to Acrobatics checks to fly and a +16 bonus to Stealth checks. An eye has a +20 Perception bonus and is subject to darkness, fog, illusions, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.\r\n\r\nWhen you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. The eyes know anything you know.\r\n\r\nIn order to report their findings, the eyes must return to your hand. Each eye replays in your mind all that it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying all of its findings, an eye simply disappears.\r\n\r\nIf an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.\r\n\r\nThe eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy the eyes. Roll separately for each eye caught in an area dispel.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Psychic Surgery",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "enchantment",
            "casting_time": "10 minutes",
            "range": "touch",
            "area": "",
            "targets": "one willing or unconscious, living creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "Psychic surgery heals the target of all Intelligence, Wisdom, and Charisma damage, and it restores all points permanently drained from the target’s Intelligence, Wisdom, and Charisma scores. It also eliminates all ongoing confusion, fear, and insanity effects. Psychic surgery also removes any mental afflictions that could be removed with dispel magic, as well as mental diseases. Psychic surgery removes all effects magically altering the target’s memory, even instantaneous effects, and it can restore a memory to perfect clarity (even if the memory loss is due to the mundane passage of time).",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Psychokinetic Hand",
            "level_requirements": [
                "Technomancer 0",
                "Mystic 0"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one unattended object of no more than 10 lbs. or 1 bulk",
            "effect": "",
            "duration": "concentration",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Raise Dead",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "conjuration",
            "casting_time": "1 minute",
            "range": "touch",
            "area": "",
            "targets": "one dead creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none, see text",
            "spell_resistance": "yes (harmless)",
            "description": "You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the target’s soul must be free and willing to return. If the target’s soul is not willing to return, the spell fails; therefore, a target that wants to return to life receives no saving throw against this spell. Casting this spell requires you to create a complex representation of the target deceased creature, worth at least 5,000 credits, to serve as a beacon for the creature’s soul. This object is consumed when you cast the spell.\r\n\r\nComing back from the dead is an ordeal. The target of the spell gains 2 permanent negative levels when it is raised, just as if it had been hit by a creature’s ability that bestows permanent negative levels. If the target is 1st level, it takes 2 Constitution drain instead (if this would reduce its Constitution to 0 or less, it can’t be raised). A raised creature returns with no Resolve Points, no Stamina Points, and no spell slots (until it rests to recover them normally). It has 5 Hit Points. Any ability scores reduced to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the target, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.\r\n\r\nThe spell can’t bring back a creature that has died of old age. Constructs, elementals, and outsiders can’t be raised by this spell. It is possible to bring back a creature that has been turned into an undead creature, but the beacon for the creature’s soul must be more powerful, and must be worth at least 15,000 credits.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Rapid Repair",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one construct or weapon",
            "effect": "",
            "duration": "1 minute",
            "saving_throw": "Fortitude negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "description": "On each round, the target construct or weapon regains 2d8 Hit Points. This does not stack with any fast healing the construct or weapon already has. You can’t target a construct or weapon that has been brought to 0 Hit Points or destroyed.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Ray of Exhaustion",
            "level_requirements": [
                "Mystic 3"
            ],
            "school": "necromancy",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 minute/level",
            "saving_throw": "Fortitude partial, see text",
            "spell_resistance": "yes",
            "description": "You create an enervating ray of magic. You must make a ranged attack against your opponent’s EAC. On a hit, the target is immediately exhausted for the spell’s duration. A creature that succeeds at a Fortitude saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw.\r\n\r\nThis spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Recharge",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "evocation",
            "casting_time": "1 round",
            "range": "touch",
            "area": "",
            "targets": "one object",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (object)",
            "spell_resistance": "yes (object)",
            "description": "You restore up to 10 charges to a battery or 5 charges to a technological item capable of being charged by a battery. Since this spell takes your personal energy, you must spend 1 Resolve Point to cast it. If you recharge a battery, there is a 20% chance the battery is destroyed by the attempt.\r\n\r\nIf you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 electricity damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Reflecting Armor",
            "level_requirements": [
                "Mystic 1"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "10 minutes/level or until dismissed (D); see text",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell’s duration, when you take Hit Point damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of force damage equal to the damage dealt to you at the time this spell was dismissed (maximum 10). The target can attempt a Reflex save for half damage.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Regenerate",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "conjuration",
            "casting_time": "3 rounds",
            "range": "touch",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "The target’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs (including eyes) grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.\r\n\r\nRegenerate also restores 12d8 Hit Points, rids the target of exhaustion and fatigue, and eliminates all nonlethal damage the target has taken. It has no effect on nonliving creatures (including undead).",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Reincarnate",
            "level_requirements": [
                "Mystic 4"
            ],
            "school": "transmutation",
            "casting_time": "10 minutes",
            "range": "touch",
            "area": "",
            "targets": "one dead creature",
            "effect": "",
            "duration": "instantaneous; see text",
            "saving_throw": "none, see text",
            "spell_resistance": "yes (harmless)",
            "description": "When you cast this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the target’s soul is free and willing to return. If the target’s soul is not willing to return, the spell fails; therefore, a target that wants to return receives no saving throw. Casting this spell requires a special monument worth at least 1,000 credits to serve as a beacon for the departed creature’s soul. This object is consumed when you cast the spell.\r\n\r\nSince the dead creature is returning in a new body, all physical ills and afflictions are removed. The condition of the creature’s remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the target is reincarnated.\r\n\r\nA reincarnated creature recalls the majority of its former life and form. It retains any class features, feats, and skill ranks it formerly had. Its class, base attack bonus, base save bonuses, and Hit Points are unchanged. The creature should recalculate its ability scores from scratch as a member of its new race (remembering to include any ability score increases from leveling up). The target of the spell gains 2 permanent negative levels when it is reincarnated. If the target is 1st level, it takes 2 Constitution drain instead (if the Constitution drain would reduce its Constitution to 0 or less, the creature cannot be reincarnated). The target creature can decide whether its new body retains any of the implants it had in its former body. A spellcasting creature has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.\r\n\r\nFor a humanoid creature, the new incarnation is determined using the table on the facing page. For nonhumanoid creatures, a similar table of creatures of the same type should be created.\r\n\r\nElementals, outsiders, and undead creatures can’t be reincarnated. Any creature that can’t benefit from the mystic cure spell cannot be reincarnated. The spell can bring back a creature that has died of old age.\r\n\r\nThe reincarnated creature gains all abilities associated with its new form, including any forms of movement and speeds, natural attacks, extraordinary abilities, and the like, but it does not automatically speak the language of the new form it takes.\r\n\r\n\r\nd% | Incarnation\r\n:---:|:---:\r\n1–6 | Android\r\n7–14 | Dwarf\r\n15–22 | Elf\r\n23–30 | Gnome\r\n31–34 | Half-elf\r\n35–38 | Half-orc\r\n39–46 | Halfling\r\n47–55 | Human\r\n56–64 | Lashunta\r\n65–73 | Kasatha\r\n74–81 | Shirren\r\n82–90 | Vesk\r\n91–99 | Ysoki\r\n100 | Other (GM’s choice)\r\n\r\nA miracle or wish spell can restore a reincarnated creature to its original form.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Remove Affliction",
            "level_requirements": [
                "Mystic 3"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature or object",
            "effect": "",
            "duration": "instantaneous or 10 minutes/level; see text",
            "saving_throw": "Will negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "description": "You remove impurities from a creature or object, potentially neutralizing the curses, diseases, infestations, poisons, and other harmful conditions affecting it. If the target is a creature, you must attempt a caster level check (1d20 + your caster level) for each curse, disease, infestation, and poison affecting it (DC = 4 + the DC of the affliction). Success means that affliction is removed. Additionally, if the target is blind or deaf due to an affliction or damage, remove affliction restores vision and hearing unless the appropriate organ has been entirely removed from the creature’s body.\r\n\r\nA creature that is cured with remove affliction takes no additional effects from the curses, diseases, infestations, or poisons removed, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary ability damage, or effects that don’t go away on their own (such as poison states). This spell cannot remove the curse from a cursed item, though a successful caster level check enables the creature afflicted with any such cursed item to remove the curse and get rid of it. Since the spell’s duration is instantaneous, it does not prevent the target from suffering from the same curse, disease, infestation, or poison after a new exposure at a later date.\r\n\r\nYou can instead cast this spell to neutralize the poison in a poisonous creature or object for 10 minutes per level. If you cast it on a creature, the creature can attempt a Will saving throw to negate the effect.\r\n\r\nRemove affliction counters bestow curse.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Remove Condition",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "This spell functions in the same way as lesser remove condition, except you remove any one of the following conditions affecting the target: frightened, nauseated, shaken, sickened, or staggered.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Remove Condition, Greater",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "This spell functions as lesser remove condition, except you remove all of the following conditions affecting the target: cowering, dazed, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, and stunned.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Remove Condition, Lesser",
            "level_requirements": [
                "Mystic 1"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "You remove any one of the following conditions affecting the target: shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. Lesser remove condition also doesn’t cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell’s duration is instantaneous, it does not prevent the target from gaining the condition again.\r\n\r\nCasting this spell doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Remove Radioactivity",
            "level_requirements": [
                "Technomancer 4",
                "Mystic 4"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "one creature or object or one 20-ft.-radius area",
            "targets": "",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (harmless, object)",
            "spell_resistance": "yes (harmless, object)",
            "description": "You remove all ongoing effects of radiation from a single target if you succeed at a caster level check (DC = the DC associated with the radiation effect). The target is cured of both the radiation’s poison effects and the radiation sickness disease, moving the target to the healthy state on both tracks. When cast on an area, a single casting of remove radioactivity removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Resilient Sphere",
            "level_requirements": [
                "Technomancer 4"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one Large or smaller creature",
            "effect": "",
            "duration": "1 minute/level (D)",
            "saving_throw": "Reflex negates",
            "spell_resistance": "yes",
            "description": "A 10-foot-diameter globe of shimmering force encloses the target creature. The sphere contains the target for the spell’s duration. The sphere functions in the same way as a wall of force, except it can be negated by dispel magic. A target inside the sphere can breathe normally. The sphere can’t be physically moved either by creatures outside it or by the struggles of those within.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Resistant Aegis",
            "level_requirements": [
                "Technomancer 5",
                "Mystic 5"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "30 ft.",
            "area": "",
            "targets": "up to 10 creatures wearing armor within range",
            "effect": "",
            "duration": "1 minute/level",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "This spell functions as lesser resistant armor, except as indicated above, and the wearers and their gear gain DR 5/— or energy resistance 5 that protects against all five energy types.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Resistant Armor",
            "level_requirements": [
                "Technomancer 4",
                "Mystic 4"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature wearing armor",
            "effect": "",
            "duration": "10 minutes/level",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "This spell functions as lesser resistant armor, but the target and her gear gain DR 10/— or energy resistance 10 that protects against three energy types.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Resistant Armor, Lesser",
            "level_requirements": [
                "Technomancer 3",
                "Mystic 3"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature wearing armor",
            "effect": "",
            "duration": "10 minutes/level",
            "saving_throw": "Fortitude negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "Lesser resistant armor grants the target (and its gear) protection from your choice of either kinetic damage or energy damage. If you choose kinetic damage, the target and her gear gain DR 5/— that protects against bludgeoning, piercing, and slashing damage. If you choose energy damage, pick any two of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance 5 that protects against the chosen types of energy. This damage reduction or energy resistance doesn’t stack with any damage reduction or energy resistance the target already has, and multiple castings of this spell don’t stack.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Restoration",
            "level_requirements": [
                "Mystic 4"
            ],
            "school": "conjuration",
            "casting_time": "3 rounds",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "This spell functions as lesser restoration, except it also removes temporary negative levels or 1 permanent negative level. You must spend 5 Resolve Points when casting this spell to remove a permanent negative level. This spell can’t be used to remove more than 1 permanent negative level from a target in a 1-week period.\r\n\r\nRestoration heals all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target, but it doesn’t remove any underlying source of fatigue or exhaustion. A target that has benefited from the removal of fatigue or exhaustion from this spell can’t benefit from either effect again for 24 hours.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Restoration, Lesser",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "conjuration",
            "casting_time": "3 rounds",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "Lesser restoration dispels any magical effects reducing one of the target’s ability scores, or it heals 1d4 temporary ability damage to one of the target’s ability scores. It also eliminates any fatigue suffered by the creature or improves an exhausted condition to fatigued, but it doesn’t remove any underlying source of fatigue or exhaustion. It also doesn’t heal permanent ability drain. A target that has benefited from the removal of fatigue or the reduction of exhaustion from lesser restoration can’t benefit from either effect again for 24 hours.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Retrocognitron",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "divination",
            "casting_time": "1 minute",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "concentration, up to 1 minute/level",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "This spell allows you to gain psychic impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last hour throughout the first minute of the spell’s duration, followed by impressions from the next hour back throughout the next minute you concentrate, and so on. If a psychically traumatic or turbulent event happened during that period, you must succeed at a Will saving throw (DC = 15, 20, or 25, depending on the severity of the traumatic or turbulent event) or lose your concentration on the spell. If you fail this saving throw, the spell ends.\r\n\r\nAt mystic level 16th and higher, you can choose to collect impressions from over the course of a longer interval of time than an hour, beginning at 1 week per minute of concentration (as listed on the table below). The amount of detail you receive diminishes, so this eventually makes it harder to distinguish impressions left by anything but the most major events. In most circumstances, you can’t glean information about what occurred during the Gap with this spell.\r\n\r\nMystic Level | Period\r\n:---:|:---:\r\n16th–17th | 1 week per minute\r\n18th–19th | 1 year per minute\r\n20th | 1 decade per minute",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Rewire Flesh",
            "level_requirements": [
                "Technomancer 4"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "1 round/level (D); see text",
            "saving_throw": "Will negates and Fortitude half, see text",
            "spell_resistance": "yes",
            "description": "Like rewriting the code that makes up a computer program, you manipulate the target’s DNA to painfully rewire that target’s biological functions to mimic the cold and rigid processes of a robot. The target must succeed at a Will saving throw, or all of its movement speeds are halved and it takes 3d6 slashing damage per round on its turn as its internal organs shift and transform to become more like the inner components of a robot. Each round, the target can attempt a Fortitude saving throw to halve the damage this spell causes.\r\n\r\nWhile this spell is in effect, the target’s body becomes visibly more robotic; its voice is tinny and halting, its movements are jerky, and its face is unmoving and emotionless. The target has the flat-footed condition, and it takes a –2 penalty to all Sense Motive checks as well as to all Charisma-based and Dexterity-based skill and ability checks.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Rewire Flesh, Mass",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one door, container, or portal up to 30 sq. ft./level in size",
            "effect": "",
            "duration": "24 hours",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "A security seal spell magically locks a single door, container with a lid or latch, portal, or computer system. Casting this spell requires you to spend 1 Resolve Point. You can freely bypass your own security seal without affecting it. If the sealed object has a lock, the DC to open that lock increases\r\nby 5 while it remains attached to the object. If the object doesn’t have a lock, this spell creates one that can only be opened with a successful DC 20 Engineering check to disable devices. If the sealed object has computer security, the DC to bypass that security increases by 5. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 5 to the normal DC to break open a door or portal affected by this spell. A knock spell removes the security seal automatically, counting as one means of closure.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Security Seal",
            "level_requirements": [
                "Technomancer 2"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one door, container, or portal up to 30 sq. ft./level in size",
            "effect": "",
            "duration": "24 hours",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "A security seal spell magically locks a single door, container with a lid or latch, portal, or computer system. Casting this spell requires you to spend 1 Resolve Point. You can freely bypass your own security seal without affecting it. If the sealed object has a lock, the DC to open that lock increases\r\nby 5 while it remains attached to the object. If the object doesn’t have a lock, this spell creates one that can only be opened with a successful DC 20 Engineering check to disable devices. If the sealed object has computer security, the DC to bypass that security increases by 5. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 5 to the normal DC to break open a door or portal affected by this spell. A knock spell removes the security seal automatically, counting as one means of closure.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "See Invisibility",
            "level_requirements": [
                "Mystic 2",
                "Technomancer 2"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "10 minutes/level (D)",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.\r\n\r\nThe spell doesn’t reveal the method used to obtain invisibility, doesn’t reveal illusions or enable you to see through opaque objects, and doesn’t reveal creatures that are simply concealed, hiding, or otherwise hard to see.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Shadow Walk",
            "level_requirements": [
                "Technomancer 6",
                "Mystic 6"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "up to one Medium creature or vehicle/level",
            "effect": "",
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates (object)",
            "spell_resistance": "yes (object)",
            "description": "To use shadow walk, you must be in an area of dim light. You and any creature or vehicle you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real.\r\n\r\nAll targets affected must be in direct contact with one another. A Large target counts as two Medium targets, a Huge target counts as four Medium targets, and so forth. Creatures you transport this way can opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if the creatures are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow can attempt a Will saving throw to negate the effect.\r\n\r\nIn the region of shadow, you move at a rate of 200 miles per hour. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no saving throw).\r\n\r\nShadow walk can also be used to travel to other planes that border on the Plane of Shadow (except for the Drift), but this usage requires you to travel across the Plane of Shadow to arrive at a border with another plane of reality, which takes 1d4 hours.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Shadowy Fleet",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "long (400 ft. + 40 ft./level)",
            "area": "60-ft. radius",
            "targets": "",
            "effect": "",
            "duration": "1 round/level",
            "saving_throw": "Will disbelief and Reflex half, see text",
            "spell_resistance": "yes",
            "description": "You create a powerful vision of a fleet of hostile starships overhead that appears to rain fiery laser shots mercilessly\r\nat your enemies. The ships appear to be 1,000 feet overhead and target a 60-foot-radius area that you designate on the ground. You can’t cast this spell indoors unless you are within a structure that a fleet of starships could believably fit within.\r\n\r\nEach round this spell is in effect, the starships deal 3d6 piercing damage and 3d6 fire damage to all hostile creatures in the area as the ships appear to shoot lasers at your enemies. If a creature interacts with the illusion (such as by taking damage), it can attempt a Will saving throw to take only half of this damage per round for the remainder of the spell. Regardless of whether a creature disbelieves the illusion, each round it takes damage from this spell, it can attempt a Reflex saving throw to instead take half damage; thus, if a creature that succeeded at its Will saving throw also succeeds at its Reflex save in a given round, it takes one-quarter the spell’s damage that round.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Share Language",
            "level_requirements": [
                "Mystic 1"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "24 hours",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn’t change the physical nature of the creature (if it lacks a means of speech, it still can’t talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Shield Other",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 hour/level (D)",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "This spell wards the target and creates a mystic connection between you and the target so that some of its wounds are transferred to you. Casting this spell requires you to spend 1 Resolve Point. The target takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal Hit Point damage, and you take the amount of damage not taken by the target. Only Hit Point damage is transferred in this manner; the target’s Stamina Points are damaged as normal. If you still have Stamina Points, you take the damage to your Stamina Points before Hit Points, as with normal damage.\r\n\r\nForms of harm that do not involve Hit Points, such as charm effects, temporary ability damage, ability drain, permanent negative levels, and death effects, are not affected. When the spell ends, subsequent damage is no longer divided between the target and you, but damage already split is not reassigned to the target. If you and the target of the spell move out of range of each other, the spell ends.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Slow",
            "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": "Will negates",
            "spell_resistance": "yes",
            "description": "An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered (see page 277) and can take only a single move action or standard action each turn, but not both, and it can’t take full actions. A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Multiple slow effects don’t stack. Slow counters and negates haste.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Snuff Life",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "necromancy",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "up to one creature/2 levels, no two of which can be more than 30 ft. apart",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial, see text",
            "spell_resistance": "yes",
            "description": "You twist the essence of life that flows through your targets, snuffing the spark out of weaker creatures and debilitating or disabling others. This spell’s effects depend on each target’s CR.\r\n\r\nA creature of CR 5 or lower is slain by this spell. If it succeeds at a Fortitude saving throw, it is instead reduced to 1 Hit Point. \r\n\r\nA creature of CR 6–10 takes 10d20 damage and is stunned for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the stunned effect.\r\n\r\nA creature of CR 11–14 takes 8d20 damage and is staggered for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the staggered effect.\r\n\r\nA creature of CR 15 or higher takes 6d20 damage. If it succeeds at a Fortitude saving throw, it takes half damage.\r\n\r\nRegardless of whether the target succeeds at its saving throw, it still might die from the damage this spell deals, though in this case the spell is not a death effect.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Soothing Protocol",
            "level_requirements": [
                "Technomancer 4"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one construct with the technological subtype; see text",
            "effect": "",
            "duration": "10 minutes/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "Waves of calming programming ebb from your touch, potentially stabilizing a construct’s harmful intentions toward you and your allies. The target construct must have a CR lower than your level; if it does, the construct is convinced that you and your allies pose no threat. It can’t take violent actions against you or your allies, and it can’t do anything that would otherwise harm or threaten you (though it continues to carry out orders to take actions that do not harm or threaten you). Any aggressive action or damage dealt by you or your allies to a construct soothed in this way or its allies immediately ends this spell’s effects (and could cause the construct to attack you, if it was doing so previously).\r\nIf an affected construct is under the control of a spellcaster or another creature, the controlling creature can spend a full action to remove soothing protocol, as long as it can either touch the construct or give it an order.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Speak With Dead",
            "level_requirements": [
                "Mystic 3"
            ],
            "school": "necromancy",
            "casting_time": "10 minutes",
            "range": "10 ft.",
            "area": "",
            "targets": "one dead creature",
            "effect": "",
            "duration": "1 minute/level",
            "saving_throw": "Will negates, see text",
            "spell_resistance": "no",
            "description": "You grant the semblance of life to a corpse, allowing it to answer questions. You can ask up to six questions. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.\r\n\r\nIf the dead creature was friendly or helpful toward you in life, the spell works automatically. Otherwise, the corpse can attempt a Will saving throw to resist the spell as if it were alive. On a successful save, the corpse can refuse to answer your questions or attempt to deceive you using its Bluff skill. The target can speak only about what it knew in life. It can’t answer any questions that pertain to events that occurred after its death.\r\n\r\nIf the corpse has been subjected to speak with dead within the past week, this spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse might be able to give partial answers or partially correct answers, but it must have at least a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Mystic Cure, Mass",
            "level_requirements": [
                "Mystic 5",
                "Mystic 6"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels); see text",
            "area": "",
            "targets": "up to one creature/level, no two of which can be more than 30 ft. apart",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "You restore a number of Hit Points to a number of targets. Choose one of these targets within 10 feet of you; if that target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all of that target’s Hit Points, you can transfer any number of your own Hit Points to that target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.\r\n\r\nThe number of Hit Points mass mystic cure restores to each target depends on the spell’s level. \r\n\r\n**5th:** 3d8 + your Wisdom modifier\r\n**6th:** 5d8 + your Wisdom modifier",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Stabilize",
            "level_requirements": [
                "Mystic 0"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Status",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "up to one living creature touched/3 levels",
            "effect": "",
            "duration": "1 hour/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "When you need to keep track of comrades who get separated, status allows you to mentally monitor their relative positions and general conditions. You are aware of the direction of and distance to the creatures and any conditions or states affecting them: confused, diseased, dying, nauseated, panicked, poisoned, staggered, stunned, unconscious, unharmed, wounded, wounded and out of Stamina points, and the like. Once the spell has been cast upon the targets, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a target leaves the plane (including via Drift travel) or dies, the spell ceases to function for that creature.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Subjective Reality",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "Choose one object or creature you can see within long range (400 feet + 40 feet/level). You alter your perceptions to become convinced the target is an illusion. For you, the target becomes transparent and does not create sound or smell. Until the spell ends, you can move through the target unimpeded and the target can move through you. The target’s nonmagical attacks can’t harm you, and the target’s magical attacks deal half damage to you. The target’s non-damaging magical abilities have only a 50% chance of affecting you, and you are immune to all its sonic, language-dependent, and scent-based attacks. However, your attacks deal no damage to the target, and your magical abilities don’t affect the target at all. You or the target can affect each other normally through intermediaries. For instance, while the target would be immune to the direct effects of your charm monster spell, if you charmed another creature that then attacked the target creature, the target would not be immune to the damage from that attack.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Suggestion",
            "level_requirements": [
                "Mystic 3"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "1 hour/level or until completed",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "description": "You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.\r\n\r\nThe suggested course of activity can continue for the entire duration of the spell. If the suggested activity can be completed in a shorter time, the spell ends when the target finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell’s duration expires, the activity is not performed.\r\n\r\nA very reasonable suggestion imparts a penalty (such as –1 or –2) to the target’s saving throw.",
            "brief_description": "",
            "requires_resolve": false
        }
    ]
}
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