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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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