GET /spells/?format=api&page=4
HTTP 200 OK
Allow: GET, POST, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 193,
    "next": null,
    "previous": "https://api.starfinder.dragonlash.com/spells/?format=api&page=3",
    "results": [
        {
            "title": "Suggestion, Mass",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "enchantment",
            "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 hour/level or until completed",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "This spell functions as _suggestion_, except it can affect more creatures. All of the affected creatures are subject to the same suggestion.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Supercharge Weapon",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one weapon",
            "effect": "",
            "duration": "see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You supercharge the target weapon. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Sympathetic Vibration",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "evocation",
            "casting_time": "10 minutes",
            "range": "touch",
            "area": "",
            "targets": "one freestanding structure or vehicle",
            "effect": "",
            "duration": "up to 1 round/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "By attuning yourself to a freestanding structure or vehicle (this doesn’t include starships), you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 sonic damage per round to the target, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise, it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding material dissipates the effect and no damage occurs.\r\n\r\nSympathetic vibration can’t affect creatures (even if they are constructs).",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Synapse Overload",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude partial",
            "spell_resistance": "yes",
            "description": "To affect the target, you must hit with a melee attack against its EAC; you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. You then overload the target’s mind, causing the target’s synapses to violently trigger. The target takes 18d8 damage and is staggered for 1 minute. A target can negate the staggered effect with a successful Fortitude saving throw, but still takes full damage.\r\n\r\nCasting this spell doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Synaptic Pulse",
            "level_requirements": [
                "Mystic 3"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "20 ft.",
            "area": "20-ft.-radius spread centered on you",
            "targets": "",
            "effect": "",
            "duration": "1 round",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "description": "You stun all creatures in range for 1 round.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Telekinesis",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "long (400 ft. + 40 ft./level)",
            "area": "",
            "targets": "see text",
            "effect": "",
            "duration": "concentration (up to 1 round/level) or instantaneous; see text",
            "saving_throw": "none, Will negates (object), see text",
            "spell_resistance": "yes (object), see text",
            "description": "You move objects or creatures by concentrating on them. Depending on your desired effect (choose one from below), the spell can perform a variety of combat maneuvers, provide a gentle, sustained force, or exert a single short, violent thrust.\r\n\r\n**Combat Maneuver:** Once per round, you can use telekinesis to perform a ranged attack that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. Resolve these attempts as normal, but use your caster level plus your key ability score modifier as your attack bonus. No saving throw is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentrating.\r\n\r\n**Sustained Force:** A sustained force moves an object of no more than 25 pounds or 2 bulk per caster level up to 20 feet per round in any direction (including up or down). A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. This version of the spell lasts 1 round per caster level, but it ends if you cease concentrating. The spell ends if the object is forced beyond the spell’s range.\r\n\r\nYou can telekinetically manipulate an object as if with one hand. For example, a lever can be pulled, a key turned, a button pushed, an object rotated, and so on if the force required is within the weight limitation. You might even be able to untie simple knots, though a delicate activity such as this requires a successful DC 15 Intelligence check.\r\n\r\n**Violent Thrust:** The spell energy can be spent in a single round. You can hurl up to 15 objects or creatures that are within range (no two of which can be more than 10 feet apart) toward any target within 150 feet of all the objects. You can hurl up to a total weight of 400 pounds or 40 bulk. You must make attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus plus your key ability score modifier as your attack bonus. All objects cause damage ranging from 1 damage per 25 pounds or 2 bulk (for less dangerous objects) to 1d10 damage per 25 pounds or 2 bulk (for extremely dangerous objects, such as weapons or bladed or spiked objects). Objects and creatures that miss the target land in a square adjacent to the target. Creatures that fall within the weight capacity of the spell can be hurled, but they can attempt Will saving throws (or rely on spell resistance) to negate the effect, as can those whose held possessions are targeted by the spell. If a thrown creature is hurled against a solid surface, it takes 1d6 damage as if it had fallen 10 feet.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Telekinetic Projectile",
            "level_requirements": [
                "Mystic 0"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one object and one creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You fling an object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Telepathic Bond",
            "level_requirements": [
                "Mystic 4"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "you plus up to one willing creature per 3 levels, no two of which can be more than 30 ft. apart",
            "effect": "",
            "duration": "10 minutes/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You forge a telepathic bond between yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher (or a modifier of –4 or higher). Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).\r\n\r\nIf desired, you can leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Telepathic Jaunt",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "you and touched objects and other touched willing or unconscious creatures",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none, Will negates (object)",
            "spell_resistance": "no, yes (object)",
            "description": "Telepathic jaunt thrums along the mental connection you have with a creature with which you currently have an active telepathic bond via your mystic telepathic bond class feature (but not via the telepathic bond spell), and it instantly teleports you to that creature. This spell teleports you to a random, unoccupied square adjacent to the creature with which you have the telepathic bond. If no such square is available, you teleport to the closest eligible square; if the nearest eligible square is more than 50 feet away from the creature, this spell fails.\r\n\r\nYou can be transported any distance within a plane, even across the galaxy, but you can’t travel between planes, and you can’t transport yourself to a creature if one of you is traveling via Drift travel and the other isn’t. In addition to yourself, you can transport any objects you carry as long as their weight doesn’t exceed your maximum load. You can also bring up to six additional willing or unconscious Medium or smaller creatures (each carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. There must be sufficient space near the creature with which you have the telepathic bond for all the creatures you are teleporting, or this spell fails.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Telepathic Message",
            "level_requirements": [
                "Technomancer 0",
                "Mystic 0"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "up to one creature/level",
            "effect": "",
            "duration": "10 minutes/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Telepathy",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "10 minute/level",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously. You can’t use telepathy to locate creatures to communicate with them, but once you’ve established telepathic communication, you don’t require line of effect to maintain it.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Teleport",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "2,000 miles",
            "area": "",
            "targets": "you and touched objects and other touched willing or unconscious creatures",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none, Will negates (object)",
            "spell_resistance": "no, yes (object)",
            "description": "This spell instantly transports you to a designated destination within 2,000 miles. Interplanar and interplanetary travel is not possible, and neither is travel between two moving starships during combat, though you might be able to teleport to a planet’s surface from an orbiting starship. You can bring along objects as long as their weight doesn’t exceed your maximum bulk limit. You can also bring up to five additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as four Medium creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As the caster, you need not attempt a saving throw, nor is spell resistance applicable to you. Only objects held or in use by another creature receive saving throws and benefit from spell resistance.\r\n\r\nYou must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy can make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult Table 10–1. Refer to the following information for definitions of the terms on the table.\r\n\r\nFamiliarity | On Target | Off Target | Similar Area | Mishap\r\n:---:|:---:|:---:|:---:|:---:\r\nVery familiar | 1–97 | 98–99 | 100 | —\r\nStudied carefully | 1–94 | 95–97 | 98–99 | 100\r\nSeen casually | 1–88 | 89–94 | 95–98 | 99–100\r\nViewed once | 1–76 | 77–88 | 89–96 | 97–100\r\nFalse destination | — | — | 81–92 | 93–100\r\n\r\n**Familiarity:** “Very familiar” describes a place you have been very often and where you feel at home. “Studied carefully” describes a place you know well, either because you can currently physically see it or because you’ve been there often. “Seen casually” describes a place you have been to more than once but with which you are not very familiar. “Viewed once” describes a place you have seen once in person or have extensively studied through scrying magic, remote cameras, or recorded images (for a remote-viewed location, you still need to have a clear idea of the location; you can’t teleport to an unknown location that you’ve seen in a holovid).\r\n\r\n“False destination” describes a place that doesn’t truly exist, or if you are teleporting to an otherwise familiar location, it is a place that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.\r\n\r\n**On Target:** You appear where you want to be.\r\n\r\n**Off Target:** You appear safely a random distance away from the destination in a random direction. The distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.\r\n\r\n**Similar Area:** You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.\r\n\r\n**Mishap:** You and anyone else teleporting with you have gotten “scrambled.” You each take 2d10 damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “mishap” comes up, the creatures take more damage and must reroll.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Terraform",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "transmutation",
            "casting_time": "1 hour",
            "range": "100 ft.",
            "area": "100-ft.-radius emanation centered on you",
            "targets": "",
            "effect": "",
            "duration": "1 day/level; see text",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You alter the area’s terrain and climate to a new terrain and climate type appropriate to the planet or plane. For example, you might transform a desert into plains. To cast this spell, you must spend 10 Resolve Points along with technological gear worth 30,000 credits (which is magically augmented to do much of the terraforming, then consumed by the spell). A xenodruid mystic instead uses crystals and incenses worth 30,000 credits. This magically alters the area’s climate and normal plants to those appropriate to the new terrain, but it doesn’t affect creatures or the configuration of the ground. Transforming rocky hills into forested areas converts grasses into shrubs and small trees, but it doesn’t flatten the hills or change the animals to suit the new environment.\r\n\r\nYou can alter the climate by one step (cold, temperate, or warm). The maximum extent of the terrain change is up to the GM, but in general it changes to a similar terrain type or by one step within that terrain type (such as from a typical forest to a forest with massive trees or light undergrowth, from a shallow bog to a deep bog, and so on).\r\n\r\nMultiple castings of the spell in the same area can create an area with radically different terrain and climate than the surrounding land. The GM can decide that certain terrain shifts are unsustainable and shorten the duration or that some are suitable for the area and extend the duration. This spell could have many secondary effects based on the nature of the change, the type of bordering terrain, and so on; these should be determined by the GM on a case-by-case basis. For example, transforming a desert requires drawing water up from underground to sustain the plants, which could deplete the water table in nearby areas.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Token Spell",
            "level_requirements": [
                "Technomancer 0",
                "Mystic 0"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "10 ft.",
            "area": "see text",
            "targets": "see text",
            "effect": "see text",
            "duration": "1 hour",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.\r\nToken spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Tongues",
            "level_requirements": [
                "Technomancer 3",
                "Mystic 3"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "10 minutes/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "no",
            "description": "This spell grants the creature touched the ability to speak and understand the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect. The target can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the target to speak with creatures who don’t speak. The target can make itself understood as far as its voice carries.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Transfer Charge",
            "level_requirements": [
                "Technomancer 0"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "two objects of the same type; see text",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (object)",
            "spell_resistance": "yes (object)",
            "description": "You can transfer any number of charges from one battery to another battery or from one power cell to another power cell. You can only transfer charges using two objects of the exact same type (two batteries of the same size, two identical power cells, or the like); you transfer charges from the source object to the receiving object.\r\n\r\nYou must declare how many charges you are transferring before casting this spell. If you transfer more charges from the source than the receiving item can hold, the receiving item must succeed at a Fortitude saving throw or take 1d6 electricity damage. This spell provides no knowledge of how many charges a receiving item can safely hold, but you can choose to transfer fewer charges than the maximum allowed to reduce the risk.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "True Seeing",
            "level_requirements": [
                "Technomancer 6",
                "Mystic 6"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "1 minute/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "You confer upon the target the ability to see all things within 120 feet as they actually are. The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects that are invisible or displaced, sees through illusions, and sees the true form of changed or transmuted things. Further, the target can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces).\r\n\r\nTrue seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Unwilling Guardian",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./level)",
            "area": "",
            "targets": "one creature with CR lower than your level; see text",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "description": "Your overwhelming presence bores into the target’s mind, cowing its will. This turns it into an automaton-like guardian that protects you at all costs. As soon as it is able, the target mindlessly moves along the most direct route toward you and stops when it is within 10 feet of you (provoking attacks of opportunity for movement as normal). If you are being attacked in melee by a creature within 10 feet, the target instead takes the quickest route to intercept that creature from a square within 10 feet of you and attack it on your behalf.\r\n\r\nWhile this spell is in effect, the target attacks any creature that attacks you in melee, though it can’t move more than 10 feet from you to do so. If multiple creatures are attacking you in melee, you can choose which creature the target attacks on your behalf as part of combat banter. If you are the target of ranged attacks and your guardian is not attacking a melee assailant on your behalf, it moves to provide cover against the ranged attacks. Due to the strong momentary connection between you and your unwilling guardian, if you are the single target of a hostile creature’s spell or effect, the creature must succeed at a caster level check (DC = 6 + your caster level) or the spell or effect instead targets your guardian. This spell has no effect on area of effect or multi-target spells or other effects that include you as a target.\r\n\r\nWhen this spell ends, the target regains control of its faculties entirely and it knows and remembers that you used magic to control it. Once a creature has been the target of unwilling guardian, it can’t be targeted with this spell again for 24 hours if cast by the same spellcaster.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Unseen Servant",
            "level_requirements": [
                "Technomancer 1"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "",
            "effect": "one invisible, mindless, shapeless servant",
            "duration": "1 hour/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "The spell conjures an invisible, mindless, shapeless force that performs simple tasks at your command (a move action). It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It has an effective Strength score of 2 (so it can lift up to 20 pounds or 2 bulk or drag up to 100 pounds or 10 bulk). It can trigger traps and such, but it can’t exert enough force to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant can’t fly, climb, or swim (though it can walk on water). Its land speed is 15 feet.\r\n\r\nThe servant can’t attack in any way; it is never allowed to make attack rolls. It can’t be killed, but it dissipates if it takes 6 or more damage from area attacks; it gets no saving throws against attacks.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Veil",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "long (400 ft. + 40 ft./level)",
            "area": "",
            "targets": "up to one or more creatures, no two of which can be more than 30 ft. apart",
            "effect": "",
            "duration": "concentration + 1 hour/level (D)",
            "saving_throw": "Will negates or disbelief, see text",
            "spell_resistance": "yes, see text",
            "description": "You instantly change the appearance of the targets and then maintain that appearance for the spell’s duration. You can make the targets appear to be anything you wish. The targets look, feel, and smell just like what the spell makes them resemble. Affected creatures return to their normal appearances if\r\nslain. You must succeed at a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus to such a check (since it counts as altering your form).\r\n\r\nAn unwilling target can negate the spell’s effect on it by succeeding at a Will saving throw or by relying on spell resistance. Those who interact with the targets can attempt Will saving throws to disbelieve the illusion, but spell resistance doesn’t help pierce the illusion.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Vision",
            "level_requirements": [
                "Mystic 6"
            ],
            "school": "divination",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "see text",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "You pose a question about some person, place, or object while casting this spell. If the person or object is at hand or if you are in the place in question and you succeed at a caster level check (1d20 + your caster level, DC 20), you receive a vision about that person, place, or object. The information gained includes everything available about the target that could be discovered by spending weeks in dedicated research with excellent-quality but standard reference works.\r\n\r\nIf the person or object is not at hand or you are not in the place and you know only detailed information about the person, place, or object, the DC of the caster level check is 25 and the information gained is incomplete (though it often provides enough information to help you find the person, place, or thing, thus allowing a better vision result next time). If you know only rumors, the DC is 30 and the information gained is vague (though it often directs you to more detailed information, thus allowing a better vision result next time). In most circumstances, you can’t glean information about what occurred during the Gap with this spell.\r\n\r\nCasting this spell requires access to a computer or similar device, which displays the information gained. Additionally, casting this spell places considerable strain on you, requiring you to spend 1 Resolve Point.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Wall of Fire",
            "level_requirements": [
                "Technomancer 4"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "",
            "effect": "wall up to 20 ft. long/level or a ring with a radius up to 5 ft.",
            "duration": "concentration + 1 round/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "An immobile blazing curtain of opaque, shimmering, violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d6 fire damage to creatures within 10 feet and 1d6 fire damage to those beyond 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 5d6 fire damage to any creature passing through it. The wall deals double damage to undead creatures. \r\n\r\nIf you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 or more cold damage in 1 round, that length goes away.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Wall of Force",
            "level_requirements": [
                "Technomancer 5"
            ],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "",
            "effect": "wall with area up to one 10-ft. square/level",
            "duration": "1 round/level (D)",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "Wall of force creates an invisible wall of pure force. You can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.\r\n\r\nThis counts as a force field for effects that can’t penetrate a force field. The wall can’t move and is not easily destroyed. A wall of force is immune to dispel magic. A greater dispel magic specifically targeting the wall of force can dispel it, but treat the wall of force’s caster level as being 5 higher than the actual caster level. A wall of force can be damaged by spells and attacks as normal, but a wall of force has hardness 30 and 300 Hit Points. Disintegrate instantly destroys a wall of force.\r\n\r\nBreath weapons and spells can’t pass through a wall of force in either direction, though dimension door, teleport, and similar effects can bypass the barrier. The wall blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks operate normally through a wall of force.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Wall of Steel",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "",
            "effect": "steel wall with area up to one 5-ft. square/level; see text",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You cause a flat, vertical steel wall to spring into existence. The stress of casting this spell requires you to spend 1 Resolve Point. The wall can fit into any space of surrounding nonliving material if its area is sufficient to do so. The wall can’t be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.\r\n\r\nA wall of steel is 4 inches thick. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has hardness 15 and 45 Hit Points per inch of thickness. A section of wall that is reduced to 0 Hit Points is breached. The DC of the Strength check for a creature to break through the wall with a single attack is 30. The wall is firmly anchored to its surroundings, and it doesn’t easily tip over; it can’t be summoned into any area where it is likely to fall or collapse.\r\n\r\nLike any steel wall, this wall is subject to perforation and other natural phenomena, though it doesn’t rust or corrode under typical circumstances. The metal created by this spell is not suitable for use in the creation of other objects and can’t be sold.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Waves of Fatigue",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "necromancy",
            "casting_time": "1 standard action",
            "range": "30 ft.",
            "area": "cone-shaped burst",
            "targets": "",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Wish",
            "level_requirements": [
                "Technomancer -"
            ],
            "school": "universal",
            "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": "see text",
            "description": "By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish spell can produce any one of the following effects.\r\n\r\n* Duplicate any technomancer 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 wish 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, wish counts as a 9th-level spell.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Wisp Ally",
            "level_requirements": [
                "Mystic 1"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "",
            "effect": "one distracting, glowing servant",
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal.\r\n\r\nIn addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Zone of Truth",
            "level_requirements": [
                "Mystic 2"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "20-ft.-radius emanation",
            "targets": "",
            "effect": "",
            "duration": "1 minute/level",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "description": "Creatures within the emanation area can’t speak any deliberate and intentional lies. Each potentially affected creature can attempt a Will saving throw to avoid the effect when the spell is cast or when that creature first enters the emanation area. Affected creatures are aware of this enchantment, and they can therefore avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Spider Climb",
            "level_requirements": [
                "Mystic 2",
                "Technomancer 2"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one creature",
            "effect": "",
            "duration": "10 minutes/level",
            "saving_throw": "Will negates (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. An affected creature with four limbs must have three limbs free (not holding equipment or being used to perform skills and so on) to climb in this manner. A creature with six limbs needs only four available. In general, other creatures must have 75% of their limbs available to benefit from this spell. The target gains a climb speed of 20 feet (and the +8 racial bonus to Athletics checks to climb granted by that climb speed); furthermore, it doesn’t need to attempt Athletics checks to climb to traverse a vertical or horizontal surface (even upside down). An affected creature climbing in this way is not flat-footed while climbing, and opponents get no special bonus to their attacks against it. The creature, however, can’t use the run action while climbing.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Destruction Protocol",
            "level_requirements": [
                "Technomancer 4"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one nonhostile construct of the technological subtype; see text",
            "effect": "",
            "duration": "concentration, up to 1 round/level",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "Waves of inciting programming ebb from your touch, reprogramming a construct to have murderous intentions toward your enemies. This spell must target a construct that is not already programmed or tasked with harming you. The target construct must have a CR lower than or equal to your level. If the target construct is under the control of another creature, the controlling creature can attempt a Will saving throw (DC = the spell’s DC) to negate this spell’s effect.\r\n\r\nWhile this spell is in effect, the construct is under your control. On your turn starting when you cast this spell, you must direct it to attack a target; the construct then pursues and attacks this target as best it can. You can change which target the construct attacks as part of your concentration to continue this spell’s duration (a standard action). When you stop concentrating or when the spell’s duration otherwise ends, the construct immediately stops following your commands to attack.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Ethereal Jaunt",
            "level_requirements": [
                "Technomancer 6",
                "Mystic 6"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "personal",
            "area": "",
            "targets": "",
            "effect": "",
            "duration": "1 round/level (D)",
            "saving_throw": "",
            "spell_resistance": "",
            "description": "You become ethereal, along with your equipment. For the duration of the spell, you are on the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.\r\n\r\nAn ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear events and creatures on the Material Plane, but everything looks gray and ephemeral. Sight and hearing on the Material Plane are limited to 60 feet and many kinds of senses (such as blindsense and blindsight) don’t work across the planar boundary.\r\n\r\nForce effects and abjurations affect an ethereal creature normally, but force effects originating on the Ethereal Plane don’t affect targets on the Material Plane. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures and objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as you would if you were both on the Material Plane.\r\n\r\nIf you end the spell and become material while inside a material object (such as a solid wall), you are shunted to the nearest open space and take 1d6 damage per 5 feet that you so travel.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Caustic Conversion",
            "level_requirements": [],
            "school": "evocation",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one creature or object",
            "effect": "",
            "duration": "1 round + 1 round/3 levels",
            "saving_throw": "none",
            "spell_resistance": "yes",
            "description": "You fling magical nanites that convert water vapor around your target into deadly acid. Make a ranged attack roll against your target’s EAC. If you hit, the target takes 4d4 acid damage and it takes 5 additional acid damage at the end of its turn each round for the spell’s duration.",
            "brief_description": "Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.",
            "requires_resolve": false
        },
        {
            "title": "Discharge, Greater",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "abjuration",
            "casting_time": "1 standard action",
            "range": "medium (100 ft. + 10 ft./level)",
            "area": "",
            "targets": "one creature or technological object, or a 20-ft.-radius burst",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Fortitude negates (object)",
            "spell_resistance": "no",
            "description": "This spell functions as discharge, except it can discharge multiple technological objects. You can use it in one of two ways: an area discharge or a targeted discharge.\r\n\r\n* **Area Discharge:** When used in this way, the spell affects everything within a 20-foot-radius burst. Each creature in the area is affected as though by discharge (affecting only one object in the creature’s possession), and each unattended object is similarly affected.\r\n\r\n* **Targeted Discharge:** If this spell targets a single creature, it can discharge one randomly determined object from the target’s charged or electrically powered possessions for every 4 caster levels you have.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Ghost Sound",
            "level_requirements": [
                "Technomancer 0",
                "Mystic 0"
            ],
            "school": "illusion",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "",
            "effect": "illusory sounds",
            "duration": "1 round/level (D)",
            "saving_throw": "Will disbelief",
            "spell_resistance": "no",
            "description": "You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound’s basic character.\r\n\r\nThe volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can’t make specific sounds such as intelligible speech or the exact hum of a particular starship’s engines.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Interplanetary Teleport",
            "level_requirements": [
                "Technomancer 6"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "solar system or plane; see text",
            "area": "",
            "targets": "you and touched objects or touched willing or unconscious creatures",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "none, Will negates (object)",
            "spell_resistance": "no, yes (object)",
            "description": "This spell functions as teleport, except there is no hard range limit and you don’t need to have seen your destination. You can teleport to anywhere you are familiar with on the planet you are on while casting the spell, or you can teleport to any other planet in the same solar system. You must have an unambiguous idea of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world with oceans” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise, you arrive at a location that would not immediately be life threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.\r\n\r\nYou can also attempt to teleport to planets in different solar systems that you have visited before. This increases the casting time to 1 hour and costs a number of Resolve Points equal to the number of days it would take to reach the planet through Drift travel (assume a base engine with a Drift rating of 1; the GM rolls this randomly, after you begin casting the spell). If you don’t have enough Resolve Points, you spend all the Resolve Points you have available and the spell fails.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Modify Memory",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "enchantment",
            "casting_time": "1 round; see text",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "permanent",
            "saving_throw": "Will negates",
            "spell_resistance": "yes",
            "description": "You reach into the target’s mind and modify up to 5 minutes of its memories in one of the following ways.\r\n\r\n* Eliminate all memory of an event the target actually experienced. This spell cannot negate _charm person_, _suggestion_uk, or similar spells.\r\n* Allow the target to recall with perfect clarity an event it actually experienced.\r\n* Change the details of an event the target actually experienced.\r\n* Implant a memory of an event the target never experienced.\r\n\r\nCasting the spell takes 1 round. If the target fails its saving throw, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the target. If your concentration is disturbed before the visualization is complete, or if the target moves beyond the spell’s range at any point during this time, the spell fails.\r\n\r\nA modified memory does not necessarily affect the target’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is usually dismissed as a bad dream, a hallucination, or another similar excuse.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Mystic Cure",
            "level_requirements": [
                "Mystic 4",
                "Mystic 2",
                "Mystic 3",
                "Mystic 5",
                "Mystic 1",
                "Mystic 6"
            ],
            "school": "conjuration",
            "casting_time": "1 standard action",
            "range": "touch",
            "area": "",
            "targets": "one living creature",
            "effect": "",
            "duration": "instantaneous",
            "saving_throw": "Will half (harmless)",
            "spell_resistance": "yes (harmless)",
            "description": "With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the 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 the target’s Hit Points, you can transfer any number of your own Hit Points to the 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\nMystic cure restores a number of Hit Points to your target depending on the spell’s level.\r\n\r\n**1st:** 1d8 + your Wisdom modifier\r\n**2nd:** 3d8 + your Wisdom modifier\r\n**3rd:** 5d8 + your Wisdom modifier\r\n**4th:** 7d8 + your Wisdom modifier\r\n**5th:** 9d8 + your Wisdom modifier\r\n**6th:** 11d8 + your Wisdom modifier\r\n\r\nIn addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.\r\n\r\nCasting this spell doesn’t provoke attacks of opportunity.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Psychokinetic Strangulation",
            "level_requirements": [
                "Mystic 3"
            ],
            "school": "transmutation",
            "casting_time": "1 standard action",
            "range": "close (25 ft. + 5 ft./2 levels)",
            "area": "",
            "targets": "one creature that breathes",
            "effect": "",
            "duration": "concentration up to 1 round/level",
            "saving_throw": "Fortitude partial, see text",
            "spell_resistance": "yes",
            "description": "You manipulate the mystical energy around a creature’s throat into a viselike grip, potentially choking the life out of your victim.\r\n\r\nEach round you concentrate on this spell, it deals 3d8 bludgeoning damage and immobilizes the target. A creature immobilized in this way cannot move and must hold its breath (see page 404). The creature can still attack with any of its weapons (except any bite attacks), cast spells, and so on. Each round the spell affects the target, the target can attempt a Fortitude saving throw to halve the damage and avoid being immobilized.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Resistant Armor, Greater",
            "level_requirements": [
                "Technomancer 6",
                "Mystic 6"
            ],
            "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": "This spell functions as lesser resistant armor, but the target and her gear gain DR 15/— or energy resistance 15 that protects against four energy types.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Synaptic Pulse, Greater",
            "level_requirements": [
                "Mystic 5"
            ],
            "school": "enchantment",
            "casting_time": "1 standard action",
            "range": "20 ft.",
            "area": "20-ft.-radius spread centered on you",
            "targets": "",
            "effect": "",
            "duration": "1d4 rounds",
            "saving_throw": "Will partial",
            "spell_resistance": "yes",
            "description": "You stun all creatures in range for 1d4 rounds. With a successful Will saving throw, a creature is instead sickened for 1 round.",
            "brief_description": "",
            "requires_resolve": false
        },
        {
            "title": "Polymorph",
            "level_requirements": [
                "Mystic 1",
                "Technomancer 1"
            ],
            "school": "transmutation (polymorph)",
            "casting_time": "1 round",
            "range": "close",
            "area": null,
            "targets": "one willing creature",
            "effect": null,
            "duration": "1 minute/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes (harmless)",
            "description": "You change a willing target’s shape into a predetermined polymorphed form of your choice. When you select this spell as a spell known, you design four polymorphed forms for each spell level at which you can cast this spell. These forms should be premade, following the rules for spells with the polymorph descriptor (starting on page 141) and the restrictions for each spell level of this spell, and be as ready to use in play as all other aspects of a character are. Each time you gain a character level, you can change which forms you have available.\r\n\r\nYou choose which of these predetermined polymorph forms the target changes into each time you cast the spell.\r\n\r\n**1st:** Casting polymorph as a 1st-level spell allows you to transform the target into one of the four 1st-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Unlike most polymorph effects, these forms are close enough to the target’s true form to make the target recognizable, and they cannot duplicate any other specific individual. Each form must be of the animal or humanoid type. You can target only creatures that are Small or Medium with this spell, and all your polymorphed forms must be Small or Medium.\r\n \r\n*CR:* The maximum CR is 1. \r\n\r\n*Defenses:* The form can grant DR 1/magic or resistance 2 to one energy type. \r\n\r\n*Movement:* The form can grant a land speed of up to 30 feet or a swim speed of up to 20 feet. \r\n\r\n*Racial Traits:* You cannot grant racial traits. \r\n\r\n*Senses:* The form can grant low-light vision or tracking (scent), but not both. \r\n\r\n**2nd:** Casting polymorph as a 2nd-level spell allows you to completely transform the target into one of the four 2ndlevel polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an animal, fey, humanoid, magical beast, or monstrous humanoid. All your polymorphed forms must be Small or Medium.\r\n\r\n*CR:* The maximum CR is 3.\r\n\r\n*Defensive Abilities:* The form can grant DR 2/magic or resistance 5 to one energy type.\r\n\r\n*Racial Traits:* The form can grant only one racial trait to each polymorphed form, and you can’t grant racial traits that include spell-like abilities.\r\n\r\n*Senses:* The form can grant one of the following options: blindsense (scent) out to 5 feet, darkvision out to 60 feet, lowlight vision, or tracking (scent).\r\n\r\n*Speed:* The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet. \r\n\r\n**3rd:** Casting polymorph as a 3rd-level spell allows you to completely transform the target into one of the four 3rd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small or Medium.\r\n\r\n*CR:* The maximum CR is 6.\r\n\r\n*Defensive Abilities:* The form can grant DR 3/magic, resistance 5 to two different energy types, or resistance 10 to one energy type.\r\n\r\n*Racial Traits:* The form can grant up to two racial traits (which must be from the same race) to each polymorphed form, one of which can include spell-like abilities.\r\n\r\n*Senses:* The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 15 feet, darkvision out to 60 feet, low-light vision, or tracking (scent).\r\n\r\n*Speed:* The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 20 feet, a climb speed of 20 feet, a fly speed of 20 feet (Ex) with clumsy maneuverability, or a swim speed of 30 feet. \r\n\r\n**4th:** Casting polymorph as a 4th-level spell allows you to completely transform the target into one of the four 4th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small, Medium, or Large.\r\n\r\n*CR:* The maximum CR is 9.\r\n\r\n*Defensive Abilities:* The form can grant DR 5/magic, resistance 5 to three different energy types, resistance 10 to two different energy types, or resistance 15 to one energy type.\r\n\r\n*Racial Traits:* The form can grant up to two racial traits to each polymorphed form; one can include spell-like abilities.\r\n\r\n*Senses:* The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 5 feet, darkvision out to 60 feet and low-light vision, or tracking (scent).\r\n\r\n*Speed:* The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 30 feet, a climb speed of 30 feet, a fly speed of 30 feet (Ex) with clumsy maneuverability, or a swim speed of 40 feet. \r\n\r\n**5th:** Casting polymorph as a 5th-level spell allows you to completely transform the target into one of the four 5th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), or vermin. See the construct, elemental, plant, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Tiny, Small, Medium, or Large.\r\n\r\n*CR:* The maximum CR is 12.\r\n\r\n*Defensive Abilities:* The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, or resistance 20 to one energy type.\r\n\r\n*Racial Traits:* The form can grant up to three racial traits to each polymorphed form; one can include spell-like abilities.\r\n\r\n*Senses:* The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).\r\n\r\n*Speed:* The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 40 feet, a climb speed of 40 feet, a fly speed of 40 feet (Ex) with average maneuverability, or a swim speed of 40 feet. \r\n\r\n**6th:** Casting polymorph as a 6th-level spell allows you to completely transform the target into one of the four 6th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), undead, or vermin. See the construct, elemental, plant, undead, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Diminutive, Tiny, Small, Medium, Large, or Huge.\r\n\r\n*CR:* The maximum CR is 15.\r\n\r\n*Defensive Abilities:* The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, resistance 20 to one energy type, or immunity to disease, poison, or radiation.\r\n\r\n*Racial Traits:* The form can grant up to four racial traits to each polymorphed form; one can include spell-like abilities.\r\n\r\n*Senses:* The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent).\r\n\r\n*Speed:* The form can grant the target a maximum land speed of 60 feet, a burrow speed of up to 60 feet, a climb speed of 60 feet, a fly speed of 60 feet (Ex) with perfect maneuverability, or a swim speed of 60 feet.",
            "brief_description": "Change the target's shape into that of another creature",
            "requires_resolve": false
        },
        {
            "title": "Polymorph, Mass",
            "level_requirements": [
                "Technomancer 4",
                "Mystic 4"
            ],
            "school": "transmutation (polymorph)",
            "casting_time": "1 round",
            "range": "close",
            "area": null,
            "targets": "up to four willing creatures, no two of which can be more than 30 ft. apart",
            "effect": null,
            "duration": "1 minute/level (D)",
            "saving_throw": "none",
            "spell_resistance": "yes (harmless)",
            "description": "This spell functions as polymorph, except as noted in this description. Each target must take the same form. \r\n\r\n**4th:** This spell can transform the targets as per the 1st-level version of polymorph. \r\n\r\n**5th:** This spell can transform the targets as per the 2nd-level version of polymorph. \r\n\r\n**6th:** This spell can transform the targets as per the 3rd-level version of polymorph.",
            "brief_description": "Change multiple target's shapes to that of another creature",
            "requires_resolve": false
        },
        {
            "title": "Summon Creature",
            "level_requirements": [
                "Mystic 1",
                "Technomancer 1"
            ],
            "school": "conjuration (Summoning)",
            "casting_time": "1 round",
            "range": "medium",
            "area": null,
            "targets": null,
            "effect": "one or more summoned creatures",
            "duration": "1 round/level",
            "saving_throw": "none",
            "spell_resistance": "no",
            "description": "This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions.\r\n\r\nWhen you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.\r\n\r\nYou can gain summon creature a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.\r\n\r\nYou choose which of the selected creatures you summon each time you cast the spell.\r\n\r\n**1st:** When you cast summon creature as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list.\r\n\r\n**2nd:** When you cast summon creature as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.\r\n\r\n**3rd:** When you cast summon creature as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.\r\n\r\n**4th:** When you cast summon creature as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.\r\n\r\n**5th:** When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.\r\n\r\n**6th:** When you cast summon creature as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.\r\n\r\nA summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as raise dead).\r\n\r\nTo generate statistics for a summoned creature, first check the Stat Block column of the below tables. If the stat block is \"Alien\", use the creature’s stat block on that link, though it is altered slightly depending on your alignment. Otherwise, if the entry is Tiny, Small, Medium, Large, Huge, or elder, use the elemental stat block of the same name and apply the appropriate graft, listed in the Applied Graft column. Non-elemental creatures lose elemental immunities and do not gain an elemental graft. For example, to get the statistics of an angel from the 1st-level list, you use the tiny elemental stat block and apply the angel summoning graft.\r\n\r\n1st Level |  Stat Block  |  Applied Graft  |  Summoner Requirements \r\n:---:|:---:|:---:|:---:\r\nAeon | Tiny | Summoning | Neutral-aligned\r\nAgathion | Tiny | Summoning | Nonevil\r\nAngel | Tiny | Summoning | Nonevil\r\nArchon  | Tiny | Summoning | Nonchaotic and nonevil\r\nAzata  | Tiny  | Summoning | Nonevil and nonlawful\r\nDaemon  | Tiny | Summoning | Nongood\r\nDemon | Tiny | Summoning | Nongood and nonlawful\r\nDevil | Tiny | Summoning | Nonchaotic and nongood\r\nElemental, Air | Tiny | Elemental | None\r\nElemental, Earth | Tiny | Elemental | None\r\nElemental, Fire | Tiny | Elemental | None\r\nElemental, Water | Tiny | Elemental | None\r\nFirst World Beast | Tiny | Summoning | Mystic\r\nInevitable | Tiny | Summoning | Nonchaotic\r\nProtean | Tiny | Summoning | Nonlawful\r\nRobot | Tiny | Summoning | Technomancer\r\nShadow Creature | Tiny | Summoning | None\r\nSkittermander Whelp | Alien | Simple | None\r\n\r\n2nd Level |  Stat Block  |  Applied Graft  |  Summoner Requirements \r\n:---:|:---:|:---:|:---:\r\nAeon | Small | Summoning | Neutral-aligned\r\nAgathion | Small | Summoning | Nonevil\r\nAngel | Small | Summoning | Nonevil\r\nArchon | Small | Summoning | Nonchaotic and nonevil\r\nAzata | Small | Summoning | Nonevil and nonlawful\r\nDaemon | Small | Summoning | Nongood\r\nDemon | Small | Summoning | Nongood and nonlawful\r\nDevil | Small | Summoning | Nonchaotic and nongood\r\nElemental, Air | Small | Elemental | None\r\nElemental, Earth | Small | Elemental | None\r\nElemental, Fire | Small | Elemental | None\r\nElemental, Water | Small | Elemental | None\r\nFirst World Beast | Small | Summoning | Mystic\r\nInevitable | Small | Summoning | Nonchaotic\r\nProtean | Small | Summoning | Nonlawful\r\nRobot | Small | Summoning | Technomancer\r\nSecurity Robot, Observer-Class | Alien | Simple | Technomancer\r\nShadow Creature | Small | Summoning | None\r\n\r\n3rd Level |  Stat Block  |  Applied Graft  |  Summoner Requirements \r\n:---:|:---:|:---:|:---:\r\nAeon | Medium | Summoning | Neutral-aligned\r\nAgathion | Medium | Summoning | Nonevil\r\nAngel | Medium | Summoning | Nonevil\r\nArchon | Medium | Summoning | Nonchaotic and nonevil\r\nAzata | Medium | Summoning | Nonevil and nonlawful\r\nCrest-Eater | Alien | Simple | None\r\nDaemon | Medium | Summoning | Nongood\r\nDemon | Medium | Summoning | Nongood and nonlawful\r\nDevil | Medium | Summoning | Nonchaotic and nongood\r\nElemental, Air | Medium | Elemental | None\r\nElemental, Earth | Medium | Elemental | None\r\nElemental, Fire | Medium | Elemental | None\r\nElemental, Water | Medium | Elemental | None\r\nFirst World Beast | Medium | Summoning | Mystic\r\nHaan | Alien | Simple | None \r\nInevitable | Medium | Summoning | Nonchaotic\r\nKsarik | Alien | Simple | None\r\nProtean | Medium | Summoning | Nonlawful\r\nRobot | Medium | Summoning | Technomancer\r\nShadow Creature |  Medium | Summoning | None\r\n\r\n4th Level |  Stat Block  |  Applied Graft  |  Summoner Requirements \r\n:---:|:---:|:---:|:---:\r\nAeon | Large | Summoning | Neutral-aligned\r\nAgathion | Large | Summoning | Nonevil\r\nAngel | Large | Summoning | Nonevil\r\nArchon | Large | Summoning | Nonchaotic and nonevil\r\nAzata | Large | Summoning | Nonevil and nonlawful\r\nDaemon | Large | Summoning | Nongood\r\nDemon | Large | Summoning | Nongood and nonlawful\r\nDevil | Large | Summoning | Nonchaotic and nongood\r\nElemental, Air | Large | Elemental | None\r\nElemental, Earth | Large | Elemental | None\r\nElemental, Fire | Large | Elemental | None\r\nElemental, Water | Large | Elemental | None\r\nFirst World Beast | Large | Summoning | Mystic\r\nInevitable | Large | Summoning | Nonchaotic\r\nMountain Eel | Alien | Simple | None\r\nOrocoran | Alien | Simple | None\r\nProtean | Large | Summoning | Nonlawful\r\nRobot | Large | Summoning | Technomancer\r\nShadow Creature | Large | Summoning | None\r\n\r\n5th Level |  Stat Block  |  Applied Graft  |  Summoner Requirements \r\n:---:|:---:|:---:|:---:\r\nAeon | Huge | Summoning | Neutral-aligned\r\nAgathion | Huge | Summoning | Nonevil\r\nAngel | Huge | Summoning | Nonevil\r\nArchon | Huge | Summoning | Nonchaotic and nonevil\r\nAzata | Huge | Summoning | Nonevil and nonlawful\r\nDaemon | Huge | Summoning | Nongood\r\nDemon | Huge | Summoning | Nongood and nonlawful\r\nDevil | Huge | Summoning | Nonchaotic and nongood\r\nElemental, Air | Huge | Elemental | None\r\nElemental, Earth | Huge | Elemental | None\r\nElemental, Fire | Huge | Elemental | None\r\nElemental, Water | Huge | Elemental | None\r\nFirst World Beast | Huge | Summoning | Mystic\r\nInevitable | Huge | Summoning | Nonchaotic\r\nProtean | Huge | Summoning | Nonlawful\r\nRobot | Huge | Summoning | Technomancer\r\nShadow Creature | Huge | Summoning | None\r\nSurnoch | Alien | Simple | None | \r\n\r\n6th Level |  Stat Block  |  Applied Graft  |  Summoner Requirements \r\n:---:|:---:|:---:|:---:\r\nAeon | Elder | Summoning | Neutral-aligned\r\nAgathion | Elder | Summoning | Nonevil\r\nAngel | Elder | Summoning | Nonevil\r\nArchon | Elder | Summoning | Nonchaotic and nonevil\r\nAzata | Elder | Summoning | Nonevil and nonlawful\r\nDaemon | Elder | Summoning | Nongood\r\nDemon | Elder | Summoning | Nongood and nonlawful\r\nDevil | Elder | Summoning | Nonchaotic and nongood\r\nElemental, Air | Elder | Elemental | None\r\nElemental, Earth | Elder | Elemental | None\r\nElemental, Fire | Elder | Elemental | None\r\nElemental, Water | Elder | Elemental | None\r\nFirst World Beast | Elder | Summoning | ystic\r\nInevitable | Elder | Summoning | Nonchaotic\r\nProtean | Elder | Summoning | Nonlawful\r\nRobot | Elder | Summoning | Technomancer\r\nShadow Creature | Elder | Summoning | None",
            "brief_description": "This spell summons an extraplanar creature.",
            "requires_resolve": false
        }
    ]
}
The page title as you'd like it to be seen by the public