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Technomancer Spell List

The following table presents the technomancer spell list. A superscript “R” (R) appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast.

Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain groupings. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell is alphabetized under the second word of the spell name instead.

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.

0-Level

Spell Name Summary
Dancing Lights Create and direct up to four lights.
Daze Humanoid creature of CR 3 or lower is dazed.
Detect Affliction Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction.
Detect Magic Detect spells and magic items within 60 feet.
Energy Ray Ray deals 1d3 acid, cold, electricity, or fire damage.
Ghost Sound Create minor illusory sounds.
Mending Restore 1d4 Hit Points to an object or construct.
Psychokinetic Hand Telekinetically move an object of 1 bulk or less.
Telepathic Message Send a short telepathic message and hear simple telepathic replies.
Token Spell Perform simple magical effects.
Transfer Charge Move charges from one power source to another source of the same type.

1st-Level

Spell Name Summary
Comprehend Languages You understand all spoken, signed, and written or tactile languages.
Detect Radiation Detect radiation within 120 feet.
Detect Tech Detect technological items with charges or that replenish charges within 60 feet.
Disguise Self Change your appearance.
Erase Remove writings of either magical or mundane nature.
Flight One creature or object per level falls slowly.
Grease Make a 10-ft. square or one object slippery.
Hold Portal Hold a door shut.
Holographic Image Create a silent hologram of your design.
Identify Gain +10 bonus to identify items of a magic or technological nature.
Jolting Surge Touch deals 4d6 electricity damage.
Keen Senses Target gains low-light vision and a +2 bonus to Perception checks.
Life Bubble Encase targeted creatures with a shell of tolerable atmosphere.
Magic Missile Two missiles deal 1d4+1 force damage.
Overheat Deal 2d8 fire damage to creatures in cone.
Supercharge Weapon Touched weapon deals extra damage.
Unseen Servant Invisible force obeys your commands.

2nd-Level

Spell Name Summary
Caustic Conversion Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Command Undead Undead creature obeys your commands.
Darkvision Grant ability to see 60 feet in total darkness.
Daze Monster Target living creature of CR 5 or lower is dazed.
Flight Target moves up and down at your direction.
Fog Cloud Create a fog that obscures vision.
Holographic Image Create a hologram with some sound of your design.
Implant Data Embed one piece of data per level in a target computer or system.
Inject Nanobots Touch deals 4d8 damage to target and causes the confused condition.
Invisibility Target is invisible for 1 minute per level or until it attacks.
Knock Opens a locked or magically sealed door.
Logic Bomb Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
Make Whole Restore 5d6 Hit Points to an object or construct.
Microbot Assault Cloud of tiny robots harasses creatures within it.
Mirror Image Create decoy duplicates of yourself.
RechargeR Replenish charges in a battery or item capable of holding charges.
Security SealR Magically lock a portal, a container, or a security system.
See Invisibility See invisible creatures or objects.
Spider Climb Grant ability to walk on walls and ceilings.

3rd-Level

Spell Name Summary
Arcane Sight Magical sources become visible to you.
Arcing Surge Deal 10d6 electricity damage in a 120-foot line.
Clairaudience/Clairvoyance Hear or see at a distance for 1 minute per level.
Discharge Disrupts or depowers one target technological item or construct.
Dispel Magic Cancel one magical spell or effect.
Displacement Attacks miss target 50% of the time.
Entropic Grasp Touch decays a construct or nonmagical manufactured item once per round per level.
Explosive Blast Deal 9d6 fire damage to creatures in a 20-foot radius.
Flight Target flies at a speed of 60 feet.
Handy Junkbot Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks.
Haste One creature per level moves and acts faster.
Healing Junkbot Robot made of junk can perform Medicine tasks and drag unconscious creature to safety.
Holographic Image Create a hologram with sound, smell, and thermal effects of your design that lasts as long as you concentrate, plus 3 additional rounds.
Instant Virus Inflict technological construct with disease.
Irradiate Flood area with dangerous radiation.
NondetectionR Hide target from divination and surveillance.
Probability Prediction Reroll one attack roll, save, or check.
Resistant Armor, Lesser Grant DR 5/— or energy resistance 5 against two energy types.
Slow One creature per level moves and acts slower.
Tongues Target can speak and understand any language.

4th-Level

Spell Name Summary
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.
Corrosive Haze Cloud deals 4d8 acid damage per round, plus 10 additional damage.
Creation Create one object made of vegetable matter.
Destruction Protocol Turn nonhostile technological construct against your foes.
Dimension Door Teleport a short distance.
Dismissal Force a creature to return to its native plane.
Flight Target flies at a speed of 70 feet.
Holographic Image Create a hologram with sound, smell, and thermal effects that follows a script determined by you.
Invisibility, Greater Target is invisible for 1 round per level, even if it attacks.
Overload Systems Target creature has a 50% chance to lose each action.
Planar Binding Trap an extraplanar creature of CR 4 or lower until it performs a task.
Remove Radioactivity Remove ongoing radiation effects from a creature or object.
Resilient Sphere Force globe protects but traps one target.
Resistant Armor Grant DR 10/— or energy resistance 10 to three energy types.
Rewire Flesh Turn target partially into a robot, dealing 3d6 damage per round and reducing speed.
Soothing Protocol Calm a target hostile technological construct.
Wall of Fire Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage.

5th-Level

Spell Name Summary
Break Enchantment Free creatures from curses, enchantments, and transmutations.
Contact Other Plane Ask questions of an extraplanar entity, with questionable results.
Control Machines Command technological constructs within range telepathically.
Creation Create a single object made of vegetable or mineral matter.
Dismissal Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.
Dispel Magic, Greater Cancel multiple magical spells or effects.
Flight You can fly at a speed of 70 feet and can hustle over long distances.
Heat Leech Deal 13d8 cold damage to creatures in a cone.
Holographic Image Create a detailed hologram that is permanent or is triggered by conditions you set.
Holographic Terrain Create a large hologram that depicts terrain and structures.
Mislead Make yourself invisible and create an illusory double of your likeness.
Passwall Create a passage through most walls.
Planar Binding Trap an extraplanar creature of CR 7 or lower until it performs a task.
Private Sanctum Prevent anyone from viewing or scrying an area for 24 hours.
Prying Eyes Twenty floating eyes scout for you.
Rapid Repair Construct or weapon regains 2d8 Hit Points per round for 1 minute.
Resistant Aegis Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.
Synapse Overload Target takes 18d8 damage and is staggered for 1 minute.
Telekinesis Move an object, attack creatures, or hurl objects or creatures with your mind.
Teleport Instantly teleport as far as 2,000 miles.
Unwilling Guardian Charm a target into protecting you during combat.
Wall of Force Invisible wall is difficult to destroy.

6th-Level

Spell Name Summary
Battle Junkbot Create a temporary robot from random junk, turning it into a deadly combatant.
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.
Control Gravity Alter gravity in an area.
Control Undead Undead creatures follow your commands and don’t attack you.
Discharge, Greater Disrupts or depowers multiple technological items or constructs.
Disintegrate Ray reduces one creature or object to dust.
Ethereal Jaunt You become ethereal for 1 round per level.
Flight Multiple targets can fly at a speed of 60 feet.
Holographic Image Illusory double of your likeness can talk and cast spells.
Interplanetary TeleportR Teleport between planets.
Invisibility, Mass Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell.
Planar Barrier Seal an area against all planar travel into or within it.
Planar Binding Trap an extraplanar creature of CR 10 or lower until it performs a task.
Plane Shift As many as eight creatures travel to another plane of your choice.
Resistant Armor, Greater Grant DR 15/— or energy resistance 15 against four energy types.
Rewire Flesh, Mass Deal 3d6 damage per round and reducing targets’ speed during that time.
Shadow Walk Step into a shadowy realm to travel to a destination rapidly.
Shadowy Fleet Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area.
Sympathetic Vibration Deal 2d10 damage per round to freestanding structure.
TerraformR Alter terrain and climate.
True Seeing Target can see things as they really are.
Veil Change appearance of a group of creatures.
Wall of SteelR Wall has 45 Hit Points per inch of thickness and hardness 15.