Spells

Although technology and magic are almost inextricably entwined in the Starfinder Roleplaying Game, magic nonetheless works according to specific rules that have little to do with machinery. This chapter lays out the process of casting a spell, details how to counter and combine magical effects, describes how special abilities work, defines each mechanical element listed in Starfinder’s spell descriptions, and includes those spell descriptions.

There are dozens of spells available to spellcasters in the Starfinder RPG. The following pages present the spell lists for the mystic and technomancer. A superscript “1” appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature usually has a caster level equal to its CR (1st if a creature has a CR less than 1). The word “level” in the short descriptions that follow usually refers to caster level.


All Spells

Animate Dead Create controlled undead creatures out of target corpses.
Arcane Eye Invisible floating eye moves 30 feet per round and sends you visual information.
Arcane Sight Magical sources become visible to you.
Arcing Surge Deal 10d6 electricity damage in a 120-foot line.
Augury Learn whether an action will be good or bad.
Battle Junkbot Create a temporary robot from random junk, turning it into a deadly combatant.
Bestow Curse Target takes –4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns.
Break Enchantment Free creatures from curses, enchantments, and transmutations.
Call Cosmos Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage.
Charm Monster Make one creature believe it is your ally or one day per level.
Charm Person Make one creature believe it is your ally or one day per level.
Clairaudience/Clairvoyance Hear or see at a distance for 1 minute per level.
Command One creature obeys a select command for 1 round.
Command, Greater One creature per level obeys select command for 1 round per level.
Command Undead Undead creature obeys your commands.
Commune With Nature Learn about terrain for 1 mile per level.
Comprehend Languages
Confusion
Confusion, Lesser
Contact Other Plane
Control Gravity
Control Machines
Control Undead
Corrosive Haze
Cosmic Eddy
Creation
Crush Skull
Dancing Lights
Darkvision
Daze
Daze Monster
Death Ward
Deep Slumber
Detect Affliction
Detect Magic
Detect Radiation
Detect Tech
Detect Thoughts
Dimension Door
Discern Lies
Discharge
Disguise Self
Disintegrate
Dismissal
Dispel Magic
Dispel Magic, Greater
Displacement
Divination
Dominate Person
Energy Ray
Enervation
Enshrining Refuge
Entropic Grasp
Erase
Chain Surge Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target’s electrical devices stops functioning for 1 round.
Fatigue
Fear
Feeblemind
Flesh to Stone
Flight
Fog Cloud
Force Blast
Grave Words
Gravitational Singularity
Grease
Handy Junkbot
Haste
Healing Junkbot
Heat Leech
Hold Monster
Hold Person
Hold Portal
Hologram Memory
Holographic Image
Holographic Terrain
Hurl Forcedisk
Identify
Implant Data
Inflict Pain
Inflict Pain, Mass
Inject Nanobots
Instant Virus
Invisibility
Invisibility, Greater
Invisibility, Mass
Irradiate
Jolting Surge
Keen Senses
Knock
Life Bubble
Logic Bomb
Magic Missile
Make Whole
Mending
Microbot Assault
Mind Link
Mind Probe
Mind Thrust
Miracle
Mirror Image
Mislead
Explosive Blast
Nondetection
Overheat
Overload Systems
Passwall
Planar Barrier
Planar Binding
Plane Shift
Private Sanctum
Probability Prediction
Prying Eyes
Psychic Surgery
Psychokinetic Hand
Raise Dead
Rapid Repair
Ray of Exhaustion
Recharge
Reflecting Armor
Regenerate
Reincarnate
Remove Affliction
Remove Condition
Remove Condition, Greater
Remove Condition, Lesser
Remove Radioactivity
Resilient Sphere
Resistant Aegis
Resistant Armor
Resistant Armor, Lesser
Restoration
Restoration, Lesser
Retrocognitron
Rewire Flesh
Rewire Flesh, Mass
Security Seal
See Invisibility
Shadow Walk
Shadowy Fleet
Share Language
Shield Other
Slow
Snuff Life
Soothing Protocol
Speak With Dead
Mystic Cure, Mass
Stabilize
Status
Subjective Reality
Suggestion
Suggestion, Mass
Supercharge Weapon
Sympathetic Vibration
Synapse Overload
Synaptic Pulse
Telekinesis
Telekinetic Projectile
Telepathic Bond
Telepathic Jaunt
Telepathic Message
Telepathy
Teleport
Terraform
Token Spell
Tongues
Transfer Charge
True Seeing
Unwilling Guardian
Unseen Servant
Veil
Vision
Wall of Fire
Wall of Force
Wall of Steel
Waves of Fatigue
Wish
Wisp Ally
Zone of Truth
Spider Climb
Destruction Protocol
Ethereal Jaunt
Caustic Conversion Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Discharge, Greater
Ghost Sound
Interplanetary Teleport
Modify Memory
Mystic Cure
Psychokinetic Strangulation
Resistant Armor, Greater
Synaptic Pulse, Greater
Casting Spells
Combining Magic Effects
Spell Description Format
Polymorph Change the target's shape into that of another creature
Polymorph, Mass Change multiple target's shapes to that of another creature
Summon Creature This spell summons an extraplanar creature.