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Starfinder

Compendium

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Technomancer Spell List

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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.

Attributes

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