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.