Starfinder
Compendium
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Technomancer Spell List
0-Level
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
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.