[ { "descriptor" : null, "level" : "0", "description_formated" : "

You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

\r\n

You can have only one dancing lights spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

\r\n", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "no", "area" : null, "range" : "medium", "saving_throw" : "none", "effect" : "up to four lights", "short_description" : "Create and direct up to four lights.", "pfclass" : "technomancer", "duration" : "1 minute", "components" : " ", "school" : "evocation", "name" : "Dancing Lights" }, { "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one humanoid creature of CR 3 or lower", "area" : null, "range" : "close", "level" : "0", "descriptor" : "compulsion, mind-affecting", "description_formated" : "

This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell it is immune to it for 1 minute.

", "school" : "enchantment", "components" : " ", "duration" : "1 round", "name" : "Daze", "effect" : null, "saving_throw" : "Will negates", "pfclass" : "technomancer", "short_description" : "Humanoid creature of CR 3 or lower is dazed." }, { "school" : "divination", "components" : " ", "duration" : "instantaneous", "name" : "Detect Affliction", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Determine whether a creature or object has been poisoned is diseased is cursed or is suffering a similar affliction.", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "targets" : "one creature or object", "area" : null, "range" : "close", "level" : "0", "descriptor" : null, "description_formated" : "

You determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If you are trained in Life Science or Medicine (depending on the nature of the poison or disease), you can attempt a DC 20 check of that skill if you fail your Wisdom or Intelligence check. If the target is cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the curse with a successful DC 25 Mysticism check.

" }, { "name" : "Detect Magic", "duration" : "concentration up to 1 minute/level", "components" : " ", "school" : "divination", "short_description" : "Detect spells and magic items within 60 feet.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null, "area" : "cone-shaped emanation", "range" : "60 ft.", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "no", "description_formated" : "

You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can't detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can't determine if there are magic sources in areas you can't see, or if there was a magic source in an area at one time but that has since expired.

\r\n", "descriptor" : null, "level" : "0" }, { "area" : null, "range" : "close", "casting_time" : "1 standard action", "targets" : "one creature or object", "spell_resistence" : "yes", "description_formated" : "

When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You fire a ray at the target, and you must make a ranged attack against its EAC. On a hit, the ray deals 1d3 damage of the chosen energy type.

", "level" : "0", "descriptor" : "creation", "name" : "Energy Ray", "duration" : "instantaneous", "school" : "conjuration", "components" : " ", "pfclass" : "technomancer", "short_description" : "Ray deals 1d3 acid cold electricity or fire damage.", "effect" : null, "saving_throw" : "none" }, { "spell_resistence" : "no", "casting_time" : "1 standard action", "targets" : null, "area" : null, "range" : "close", "level" : "0", "descriptor" : null, "description_formated" : "

You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound's basic character.

\r\n

The volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can't make specific sounds such as intelligible speech or the exact hum of a particular starship's engines.

\r\n", "school" : "illusion", "components" : " ", "duration" : "1 round/level", "name" : "Ghost Sound", "effect" : "illusory sounds", "saving_throw" : "Will disbelief", "pfclass" : "technomancer", "short_description" : "Create minor illusory sounds." }, { "school" : "transmutation", "components" : " ", "duration" : "instantaneous", "name" : "Mending", "effect" : null, "saving_throw" : "Will negates (harmless object)", "pfclass" : "technomancer", "short_description" : "Restore 1d4 Hit Points to an object or construct.", "spell_resistence" : "yes (harmless object)", "casting_time" : "10 minutes", "targets" : "one object of up to 1 bulk", "area" : null, "range" : "10 ft.", "level" : "0", "descriptor" : null, "description_formated" : "

This spell repairs damaged objects and constructs, restoring 1d4 Hit Points. If the object has the broken condition, this condition is removed if the object is restored to at least half its original Hit Points. All of the pieces of an object must be present for this spell to function. A construct can benefit from this spell only once per day. Magic items can be repaired by this spell, but magic items that are destroyed don't have their magic abilities restored. This spell doesn't reverse effects that warp or otherwise transmute items, but it can still repair damage dealt to such items.\r\n

" }, { "name" : "Psychokinetic Hand", "components" : " ", "school" : "transmutation", "duration" : "concentration", "short_description" : "Telekinetically move an object of 1 bulk or less.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null, "area" : null, "range" : "close", "spell_resistence" : "no", "targets" : "one unattended object of no more than 10 lbs. or 1 bulk", "casting_time" : "1 standard action", "description_formated" : "

You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range. You can't perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.\r\n

", "descriptor" : null, "level" : "0" }, { "description_formated" : "

You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.

", "descriptor" : "language-dependent, mind-affecting", "level" : "0", "range" : "medium", "area" : null, "targets" : "up to one creature/level", "casting_time" : "1 standard action", "spell_resistence" : "no", "short_description" : "Send a short telepathic message and hear simple telepathic replies.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null, "name" : "Telepathic Message", "duration" : "10 minutes/level", "components" : " ", "school" : "divination" }, { "name" : "Token Spell", "components" : " ", "school" : "transmutation", "duration" : "1 hour", "short_description" : "Perform simple magical effects.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null, "area" : null, "range" : "10 ft.", "spell_resistence" : "yes", "targets" : "see text", "casting_time" : "1 standard action", "description_formated" : "

Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can't be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.

\r\n

Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.

\r\n", "descriptor" : null, "level" : "0" }, { "description_formated" : "

You can transfer any number of charges from one battery to another battery or from one power cell to another power cell. You can only transfer charges using two objects of the exact same type (two batteries of the same size, two identical power cells, or the like); you transfer charges from the source object to the receiving object.

\r\n

You must declare how many charges you are transferring before casting this spell. If you transfer more charges from the source than the receiving item can hold, the receiving item must succeed at a Fortitude saving throw or take 1d6 electricity damage. This spell provides no knowledge of how many charges a receiving item can safely hold, but you can choose to transfer fewer charges than the maximum allowed to reduce the risk.

", "level" : "0", "descriptor" : null, "area" : null, "range" : "touch", "casting_time" : "1 standard action", "targets" : "two objects of the same type; see text", "spell_resistence" : "yes (object)", "pfclass" : "technomancer", "short_description" : "Move charges from one power source to another source of the same type.", "effect" : null, "saving_throw" : "Fortitude negates (object)", "name" : "Transfer Charge", "duration" : "instantaneous", "school" : "transmutation", "components" : " " }, { "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : null, "area" : null, "range" : "personal", "descriptor" : null, "level" : "1", "description_formated" : "

You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can't use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.

", "duration" : "10 minutes/level", "components" : " ", "school" : "divination", "name" : "Comprehend Languages", "saving_throw" : null, "effect" : null, "short_description" : "You understand all spoken signed and written or tactile languages.", "pfclass" : "technomancer" }, { "level" : "1", "descriptor" : null, "description_formated" : "

You detect radiation in the surrounding area, and you can determine the specific intensity of the radiation of one area or object within the spell's area each round without taking an action (see Radiation on page 403 for more details). The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "no", "area" : "120-ft. spherical emanation, centered on you", "range" : "120 ft.", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Detect radiation within 120 feet.", "duration" : "10 minutes/level", "school" : "divination", "components" : " ", "name" : "Detect Radiation" }, { "spell_resistence" : "no", "targets" : null, "casting_time" : "1 standard action", "area" : "cone-shaped burst", "range" : "60 ft.", "descriptor" : null, "level" : "1", "description_formated" : "

You detect all technological items (even hybrid items) with charges or that replenish charges in the area, including batteries, power cells, and generators (as well as such items that are on creatures you can see, even if the creatures have hidden those items on themselves). You can't determine if there are technological items in areas you can't see, nor can you detect technological traps in this way.

\r\n

The information this spell provides allows you to differentiate between charged items and items that replenish charges, but it does not provide any further information nor does it tell you, for example, how many charges an item currently has or how many maximum charges it can hold. This spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

", "components" : " ", "school" : "divination", "duration" : "instantaneous", "name" : "Detect Tech", "saving_throw" : "none", "effect" : null, "short_description" : "Detect technological items with charges or that replenish charges within 60 feet.", "pfclass" : "technomancer" }, { "area" : null, "range" : "personal", "spell_resistence" : null, "casting_time" : "1 standard action", "targets" : null, "description_formated" : "

You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can't change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender.

\r\n

The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.

\r\n", "level" : "1", "descriptor" : null, "name" : "Disguise Self", "school" : "illusion", "components" : " ", "duration" : "10 minutes/level", "pfclass" : "technomancer", "short_description" : "Change your appearance.", "effect" : null, "saving_throw" : null }, { "duration" : "instantaneous", "school" : "transmutation", "components" : " ", "name" : "Erase", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Remove writings of either magical or mundane nature.", "casting_time" : "1 standard action", "targets" : "one written data set", "spell_resistence" : "no", "area" : null, "range" : "close", "level" : "1", "descriptor" : null, "description_formated" : "

Erase removes writings of either magical or mundane nature from any written storage, including paper, computers, or similar devices. You remove up to 1,500 words worth of text (for computer files, this could be a 1,500-word data file or 1,500 words of computer code). With this spell, you can remove magic runes and glyphs created by spells of 3rd-level and lower.

\r\n

Nonmagical writing in a book or manual is automatically erased if you touch it and no one else is holding it. Magical writing and computer programs must be touched (either directly or by touching the physical drive that holds the file) to be erased, and you must also succeed at a caster level check (1d20 + caster level) with a DC equal to 11 + the caster level for the magical writing or the item level of the computer's drive. Computers generally keep backups on a round-by-round basis, and when you erase code from a computer, it takes 1 round for the computer to access its backups. If you erase a file that stores continuous data (like a camera feed), the computer won't be able to recover the missing round. A natural 1 is always a failure on this check. If you fail to erase writing that is part of a trap (magical or otherwise), you set off that trap.

\r\n" }, { "spell_resistence" : "no", "targets" : "one 10-ft. square or one object", "casting_time" : "1 standard action", "area" : "one 10-ft. square or one object", "range" : "close", "descriptor" : "creation", "level" : "1", "description_formated" : "

You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can't move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn't move on its turn doesn't need to attempt this check and isn't considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature's possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.\r\n

", "components" : " ", "school" : "conjuration", "duration" : "1 minute/level", "name" : "Grease", "saving_throw" : "Reflex partial see text", "effect" : null, "short_description" : "Make a 10-ft. square or one object slippery.", "pfclass" : "technomancer" }, { "saving_throw" : "none", "effect" : null, "short_description" : "Hold a door shut.", "pfclass" : "technomancer", "duration" : "1 minute/level", "components" : " ", "school" : "abjuration", "name" : "Hold Portal", "descriptor" : null, "level" : "1", "description_formated" : "

This spell magically holds shut a door, gate, shutter, or window of any standard material (metal, plastic, stone, wood, and so on), or it reinforces an electronic lock. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

\r\n

Add 5 to the normal DC for forcing open a portal or hacking an electronic lock affected by this spell.

\r\n", "targets" : "one portal up to 20 sq. ft./level", "casting_time" : "1 standard action", "spell_resistence" : "no", "range" : "medium", "area" : null }, { "targets" : "one magic or technological object", "casting_time" : "1 standard action", "spell_resistence" : "no", "area" : null, "range" : "5 ft.", "descriptor" : null, "level" : "1", "description_formated" : "

This spell allows you to attempt to identify the function of a magic item (with Mysticism) or technological device (with Engineering) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell. This spell does not allow you to identify artifacts.

\r\n", "duration" : "1 round/level", "components" : " ", "school" : "divination", "name" : "Identify", "saving_throw" : "none", "effect" : null, "short_description" : "Gain a +10 bonus to identify items of a magic or technological nature.", "pfclass" : "technomancer" }, { "spell_resistence" : "yes", "targets" : "one creature or object", "casting_time" : "1 standard action", "area" : null, "range" : "touch", "descriptor" : "electricity", "level" : "1", "description_formated" : "

You touch a target with a device you're holding that uses electricity, requiring a melee attack against the target's EAC. Alternatively, you can instead touch an electrical device a target is wearing (or a target that is an electrical device, such as a robot) with your hand, gaining a +2 bonus to your attack roll. Either way, if your attack hits, the electrical device surges out of control, dealing 4d6 electricity damage to your target.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "components" : " ", "school" : "evocation", "duration" : "instantaneous", "name" : "Jolting Surge", "saving_throw" : "none", "effect" : null, "short_description" : "Touch deals 4d6 electricity damage.", "pfclass" : "technomancer" }, { "level" : "1", "descriptor" : null, "description_formated" : "

The target gains a +2 insight bonus to Perception checks and gains low-light vision. Targets that have low-light vision double the distance they can see under the effects of this spell.

", "casting_time" : "1 standard action", "targets" : "one creature", "spell_resistence" : "yes (harmless)", "range" : "touch", "area" : null, "effect" : null, "saving_throw" : "Will negates (harmless)", "pfclass" : "technomancer", "short_description" : "Target gains low-light vision and a +2 bonus to Perception checks.", "duration" : "1 minute/level", "school" : "transmutation", "components" : " ", "name" : "Keen Senses" }, { "level" : "1", "descriptor" : null, "description_formated" : "

You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.

\r\n

Life bubble doesn't provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn't provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).

\r\n", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "range" : "medium", "area" : null, "effect" : null, "saving_throw" : "Will negates (harmless)", "pfclass" : "technomancer", "short_description" : "Encase targeted creatures with a shell of tolerable atmosphere.", "school" : "abjuration", "components" : " ", "duration" : "1 day/level", "name" : "Life Bubble" }, { "school" : "evocation", "components" : " ", "duration" : "instantaneous", "name" : "Magic Missile", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Two missiles deal 1d4+1 force damage.", "spell_resistence" : "yes", "casting_time" : "1 standard action; see text", "targets" : "up to three creatures, no two of which can be more than 15 ft. apart; see text", "area" : null, "range" : "medium", "level" : "1", "descriptor" : "force", "description_formated" : "

You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can't target specific parts of a creature, and objects are not damaged by the spell.

\r\n

You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.

\r\n

You can cast this spell as a full action. If you do, you fire three missiles instead of two.

\r\n" }, { "duration" : "instantaneous", "school" : "evocation", "components" : " ", "name" : "Overheat", "effect" : null, "saving_throw" : "Reflex half", "pfclass" : "technomancer", "short_description" : "Deal 2d8 fire damage to creatures in cone.", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "yes", "area" : "cone-shaped burst", "range" : "15 ft.", "level" : "1", "descriptor" : "fire", "description_formated" : "

You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.\r\n

" }, { "name" : "Supercharge Weapon", "duration" : "see text", "components" : " ", "school" : "evocation", "short_description" : "Touched weapon deals extra damage.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null, "range" : "touch", "area" : null, "targets" : "one weapon", "casting_time" : "1 standard action", "spell_resistence" : "no", "description_formated" : "

You supercharge the target weapon. If the weapon's next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon's normal damage.

", "descriptor" : null, "level" : "1" }, { "name" : "Unseen Servant", "duration" : "1 hour/level", "school" : "conjuration", "components" : " ", "pfclass" : "technomancer", "short_description" : "Invisible force obeys your commands.", "effect" : "one invisible, mindless, shapeless servant", "saving_throw" : "none", "area" : null, "range" : "close", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "no", "description_formated" : "

The spell conjures an invisible, mindless, shapeless force that performs simple tasks at your command (a move action). It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It has an effective Strength score of 2 (so it can lift up to 20 pounds or 2 bulk or drag up to 100 pounds or 10 bulk). It can trigger traps and such, but it can't exert enough force to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant can't fly, climb, or swim (though it can walk on water). Its land speed is 15 feet.

\r\n

The servant can't attack in any way; it is never allowed to make attack rolls. It can't be killed, but it dissipates if it takes 6 or more damage from area attacks; it gets no saving throws against attacks.

\r\n", "level" : "1", "descriptor" : "creation" }, { "level" : "1", "descriptor" : null, "description_formated" : "

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

\r\n

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn't affect charging or flying creatures.

\r\n

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

\r\n

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next round.

\r\n

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can't move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

\r\n

This casting of the spell lasts 1 minute per caster level and is dismissible.

\r\n

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell's effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can't carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level.

\r\n

If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

\r\n

The spell lasts for 1 minute per caster level.

\r\n

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target's fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

\r\n

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

\r\n

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

\r\n", "casting_time" : "1 standard action; see text", "targets" : "see text", "spell_resistence" : "yes (harmless)", "range" : "see text", "area" : null, "effect" : null, "saving_throw" : "Will negates (harmless)", "pfclass" : "technomancer", "short_description" : "(CASTERLEVEL) creatures or objects fall slowly.", "duration" : "see text", "school" : "transmutation", "components" : " ", "name" : "Flight" }, { "name" : "Flight", "school" : "transmutation", "components" : " ", "duration" : "see text", "pfclass" : "technomancer", "short_description" : "(CASTERLEVEL) creatures or objects fall slowly.", "effect" : null, "saving_throw" : "Will negates (harmless)", "area" : null, "range" : "see text", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action; see text", "targets" : "see text", "description_formated" : "

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

\r\n

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn't affect charging or flying creatures.

\r\n

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

\r\n

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next round.

\r\n

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can't move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

\r\n

This casting of the spell lasts 1 minute per caster level and is dismissible.

\r\n

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell's effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can't carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level.

\r\n

If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

\r\n

The spell lasts for 1 minute per caster level.

\r\n

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target's fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

\r\n

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

\r\n

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

\r\n", "level" : 2, "descriptor" : null }, { "effect" : null, "saving_throw" : "Will negates (harmless)", "pfclass" : "technomancer", "short_description" : "(CASTERLEVEL) creatures or objects fall slowly.", "duration" : "see text", "school" : "transmutation", "components" : " ", "name" : "Flight", "level" : 3, "descriptor" : null, "description_formated" : "

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

\r\n

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn't affect charging or flying creatures.

\r\n

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

\r\n

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next round.

\r\n

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can't move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

\r\n

This casting of the spell lasts 1 minute per caster level and is dismissible.

\r\n

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell's effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can't carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level.

\r\n

If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

\r\n

The spell lasts for 1 minute per caster level.

\r\n

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target's fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

\r\n

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

\r\n

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

\r\n", "casting_time" : "1 standard action; see text", "targets" : "see text", "spell_resistence" : "yes (harmless)", "area" : null, "range" : "see text" }, { "range" : "see text", "area" : null, "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action; see text", "targets" : "see text", "description_formated" : "

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

\r\n

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn't affect charging or flying creatures.

\r\n

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

\r\n

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next round.

\r\n

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can't move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

\r\n

This casting of the spell lasts 1 minute per caster level and is dismissible.

\r\n

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell's effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can't carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level.

\r\n

If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

\r\n

The spell lasts for 1 minute per caster level.

\r\n

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target's fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

\r\n

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

\r\n

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

\r\n", "level" : 4, "descriptor" : null, "name" : "Flight", "school" : "transmutation", "components" : " ", "duration" : "see text", "pfclass" : "technomancer", "short_description" : "(CASTERLEVEL) creatures or objects fall slowly.", "effect" : null, "saving_throw" : "Will negates (harmless)" }, { "area" : null, "range" : "see text", "spell_resistence" : "yes (harmless)", "targets" : "see text", "casting_time" : "1 standard action; see text", "description_formated" : "

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

\r\n

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn't affect charging or flying creatures.

\r\n

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

\r\n

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next round.

\r\n

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can't move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

\r\n

This casting of the spell lasts 1 minute per caster level and is dismissible.

\r\n

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell's effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can't carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level.

\r\n

If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

\r\n

The spell lasts for 1 minute per caster level.

\r\n

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target's fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

\r\n

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

\r\n

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

\r\n", "descriptor" : null, "level" : 5, "name" : "Flight", "components" : " ", "school" : "transmutation", "duration" : "see text", "short_description" : "(CASTERLEVEL) creatures or objects fall slowly.", "pfclass" : "technomancer", "saving_throw" : "Will negates (harmless)", "effect" : null }, { "spell_resistence" : "yes (harmless)", "targets" : "see text", "casting_time" : "1 standard action; see text", "area" : null, "range" : "see text", "descriptor" : null, "level" : 6, "description_formated" : "

You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.

\r\n

1st: When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn't affect charging or flying creatures.

\r\n

For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).

\r\n

The 1st-level version of this spell can be cast as a reaction, but when you do so, you can't take a standard action on your next round.

\r\n

2nd: When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can't move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.

\r\n

This casting of the spell lasts 1 minute per caster level and is dismissible.

\r\n

3rd: When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell's effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can't carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level.

\r\n

If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.

\r\n

The spell lasts for 1 minute per caster level.

\r\n

4th: When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target's fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.

\r\n

5th: When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).

\r\n

6th: When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.

\r\n", "components" : " ", "school" : "transmutation", "duration" : "see text", "name" : "Flight", "saving_throw" : "Will negates (harmless)", "effect" : null, "short_description" : "(CASTERLEVEL) creatures or objects fall slowly.", "pfclass" : "technomancer" }, { "components" : " ", "school" : "illusion", "duration" : "see text", "name" : "Holographic Image", "saving_throw" : "Will disbelief", "effect" : null, "short_description" : "Create a silent hologram of your design.", "pfclass" : "technomancer", "spell_resistence" : "no", "targets" : null, "casting_time" : "1 standard action", "area" : "see text", "range" : "see text", "descriptor" : null, "level" : "1", "description_formated" : "

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

\r\n

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can't extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

\r\n

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

\r\n

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

\r\n

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

\r\n

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can't extend beyond a 20-foot cube plus one 10-foot cube per caster level.

\r\n

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

\r\n

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can't be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

\r\n

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

\r\n

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can't cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

\r\n

An object isn't deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

\r\n" }, { "pfclass" : "technomancer", "short_description" : "Create a silent hologram of your design.", "effect" : null, "saving_throw" : "Will disbelief", "name" : "Holographic Image", "duration" : "see text", "school" : "illusion", "components" : " ", "description_formated" : "

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

\r\n

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can't extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

\r\n

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

\r\n

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

\r\n

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

\r\n

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can't extend beyond a 20-foot cube plus one 10-foot cube per caster level.

\r\n

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

\r\n

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can't be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

\r\n

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

\r\n

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can't cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

\r\n

An object isn't deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

\r\n", "level" : 2, "descriptor" : null, "area" : "see text", "range" : "see text", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "no" }, { "area" : "see text", "range" : "see text", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "no", "description_formated" : "

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

\r\n

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can't extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

\r\n

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

\r\n

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

\r\n

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

\r\n

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can't extend beyond a 20-foot cube plus one 10-foot cube per caster level.

\r\n

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

\r\n

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can't be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

\r\n

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

\r\n

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can't cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

\r\n

An object isn't deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

\r\n", "level" : 3, "descriptor" : null, "name" : "Holographic Image", "duration" : "see text", "school" : "illusion", "components" : " ", "pfclass" : "technomancer", "short_description" : "Create a silent hologram of your design.", "effect" : null, "saving_throw" : "Will disbelief" }, { "spell_resistence" : "no", "targets" : null, "casting_time" : "1 standard action", "range" : "see text", "area" : "see text", "descriptor" : null, "level" : 4, "description_formated" : "

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

\r\n

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can't extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

\r\n

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

\r\n

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

\r\n

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

\r\n

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can't extend beyond a 20-foot cube plus one 10-foot cube per caster level.

\r\n

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

\r\n

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can't be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

\r\n

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

\r\n

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can't cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

\r\n

An object isn't deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

\r\n", "components" : " ", "school" : "illusion", "duration" : "see text", "name" : "Holographic Image", "saving_throw" : "Will disbelief", "effect" : null, "short_description" : "Create a silent hologram of your design.", "pfclass" : "technomancer" }, { "school" : "illusion", "components" : " ", "duration" : "see text", "name" : "Holographic Image", "effect" : null, "saving_throw" : "Will disbelief", "pfclass" : "technomancer", "short_description" : "Create a silent hologram of your design.", "spell_resistence" : "no", "casting_time" : "1 standard action", "targets" : null, "area" : "see text", "range" : "see text", "level" : 5, "descriptor" : null, "description_formated" : "

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

\r\n

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can't extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

\r\n

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

\r\n

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

\r\n

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

\r\n

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can't extend beyond a 20-foot cube plus one 10-foot cube per caster level.

\r\n

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

\r\n

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can't be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

\r\n

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

\r\n

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can't cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

\r\n

An object isn't deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

\r\n" }, { "descriptor" : null, "level" : 6, "description_formated" : "

You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.

\r\n

1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can't extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.

\r\n

2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.

\r\n

3rd: When you cast holographic image as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds.

\r\n

4th: When you cast holographic image as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish.

\r\n

5th: When you cast holographic image as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can't extend beyond a 20-foot cube plus one 10-foot cube per caster level.

\r\n

You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

\r\n

Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can't be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level.

\r\n

6th: When you cast holographic image as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened.

\r\n

If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can't cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram.

\r\n

An object isn't deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, plane shift, teleport, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect.

\r\n", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "no", "area" : "see text", "range" : "see text", "saving_throw" : "Will disbelief", "effect" : null, "short_description" : "Create a silent hologram of your design.", "pfclass" : "technomancer", "duration" : "see text", "components" : " ", "school" : "illusion", "name" : "Holographic Image" }, { "components" : " ", "school" : "evocation", "duration" : "1 round + 1 round/3 levels", "name" : "Caustic Conversion", "saving_throw" : "none", "effect" : null, "short_description" : "Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target plus 5 additional damage in subsequent rounds.", "pfclass" : "technomancer", "spell_resistence" : "yes", "targets" : "one creature or object", "casting_time" : "1 standard action", "area" : null, "range" : "medium", "descriptor" : "acid", "level" : "2", "description_formated" : "

You fling magical nanites that convert water vapor around your target into deadly acid. Make a ranged attack roll against your target's EAC. If you hit, the target takes 4d4 acid damage and it takes 5 additional acid damage at the end of its turn each round for the spell's duration.

" }, { "duration" : "1 day/level", "components" : " ", "school" : "necromancy", "name" : "Command Undead", "saving_throw" : "Will negates; see text", "effect" : null, "short_description" : "Undead creature obeys your commands.", "pfclass" : "technomancer", "targets" : "one undead creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "area" : null, "range" : "close", "descriptor" : "sense-dependent", "level" : "2", "description_formated" : "

This spell allows you a degree of control over an undead creature. If the target is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful suggestions, but it might be convinced that something very dangerous is worth doing.

\r\n

An unintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "Come here," "Go there," "Fight," "Stand still," and so on. Unintelligent undead won't resist suicidal or obviously harmful orders.

\r\n

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. You command the undead creature by voice and it understands you, no matter what language you speak.

" }, { "components" : " ", "school" : "transmutation", "duration" : "1 round/level", "name" : "Darkvision", "saving_throw" : "Will negates (harmless)", "effect" : null, "short_description" : "Grant ability to see 60 feet in total darkness.", "pfclass" : "technomancer", "spell_resistence" : "yes (harmless)", "targets" : "one creature or camera", "casting_time" : "1 standard action", "area" : null, "range" : "touch", "descriptor" : null, "level" : "2", "description_formated" : "

The target gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.

" }, { "duration" : "1 round", "school" : "enchantment", "components" : " ", "name" : "Daze Monster", "effect" : null, "saving_throw" : "Will negates", "pfclass" : "technomancer", "short_description" : "Target living creature of CR 5 or lower is dazed.", "casting_time" : "1 standard action", "targets" : "one living creature of CR 5 or lower", "spell_resistence" : "yes", "area" : null, "range" : "medium", "level" : "2", "descriptor" : "compulsion, mind-affecting", "description_formated" : "

This spell functions like daze, but it can affect any one living creature of any type up to CR 5. Creatures of CR 6 or higher are not affected.

" }, { "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "no", "area" : "20-ft.-radius spread", "range" : "medium", "level" : "2", "descriptor" : "creation", "description_formated" : "

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance) against its attacker. Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target) against their attackers.

\r\n

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

\r\n

This spell doesn't function underwater or in a vacuum.

", "duration" : "10 minutes/level", "school" : "conjuration", "components" : " ", "name" : "Fog Cloud", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Create a fog that obscures vision." }, { "description_formated" : "

You subtly rearrange the internal circuitry of a computer system or module, programming it to convey a certain dataset when accessed (either normally or if it is hacked). You can implant up to one piece of data per caster level. A piece of data consists of a simple fact, such as a creature or object's location or physical description, a creature or object's tangible or intangible value, or another simple statement. When an affected computer system or module is accessed, this implanted data is the first data the accessing individual gains, regardless of what data the individual is actually looking for, though the accessing individual can access the system or module's actual information if it looks beyond the implanted data. The implanted data vanishes from the system or module once the accessing individual has reviewed it. If this spell's duration ends before an individual accesses the implanted data, the implanted data vanishes.

\r\n

The implanted data can be made permanent with a special ritual, which takes 1 hour and requires materials worth 5,000 credits. Once it's made permanent, the implanted data temporarily vanishes after it is accessed, but it returns 1 hour later.

\r\n", "level" : "2", "descriptor" : null, "area" : null, "range" : "touch", "casting_time" : "1 standard action", "targets" : "one computer system or module", "spell_resistence" : "no", "pfclass" : "technomancer", "short_description" : "Embed one piece of data per level in a target computer or system.", "effect" : null, "saving_throw" : "none", "name" : "Implant Data", "duration" : "1 hour/level or until triggered; see text", "school" : "illusion", "components" : " " }, { "description_formated" : "

You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target's EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target's biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "level" : "2", "descriptor" : null, "area" : null, "range" : "touch", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one living creature or construct", "pfclass" : "technomancer", "short_description" : "Touch deals 4d8 damage to target and causes the confused condition.", "effect" : null, "saving_throw" : "Fortitude partial and Will partial see text", "name" : "Inject Nanobots", "school" : "necromancy", "components" : " ", "duration" : "instantaneous and 1 round/level; see text" }, { "descriptor" : null, "level" : "2", "description_formated" : "

The creature or object touched becomes invisible (see page 264). If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.

\r\n

The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects don't break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.
\r\n

", "targets" : "one creature or object no more than 10 bulk/level", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless object)", "area" : null, "range" : "touch", "saving_throw" : "Will negates (harmless object) see text", "effect" : null, "short_description" : "Target is invisible for (CASTERLEVEL) minutes or until it attacks.", "pfclass" : "technomancer", "duration" : "1 minute/level", "components" : " ", "school" : "illusion", "name" : "Invisibility" }, { "description_formated" : "

Knock opens barred, computer-sealed, locked, or stuck doors, as well as those subject to hold portal or security seal. When you complete the casting of this spell, attempt a caster level check (1d20 + your caster level) against the DC of the lock or computer seal with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors (but doesn't identify secret doors you haven't found) as well as locked or trick-opening containers, starship doors, and similar secured entryways. It also loosens chains, shackles, or welds (provided they serve to hold something shut). If used to open a door closed with security seal, the spell doesn't remove the seal but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own.

\r\n

Knock does not raise barred gates or similar impediments (such as a force field barrier) or open any door or container larger than the spell's area, nor does it affect ropes, webs, and the like.

\r\n", "level" : "2", "descriptor" : null, "range" : "medium", "area" : null, "spell_resistence" : "no", "casting_time" : "1 standard action", "targets" : "one door, container, or portal with an area of up to10 sq. ft./level", "pfclass" : "technomancer", "short_description" : "Opens a locked or magically sealed door.", "effect" : null, "saving_throw" : "none", "name" : "Knock", "school" : "transmutation", "components" : " ", "duration" : "instantaneous; see text" }, { "description_formated" : "

You infuse one computer system or module with protective energy, inuring it against attempts to access it.

\r\n

As long as this spell is in effect, the first time a creature unsuccessfully attempts to access, destroy, or manipulate the affected computer system or module (using the Computers skill or otherwise), it takes 6d6 damage (either cold, electricity, or fire damage; you choose when casting the spell, and the spell gains the appropriate descriptor). The creature can attempt a Fortitude saving throw for half damage, and spell resistance applies. This damage is in addition to any negative effects the creature suffers due to the system's other countermeasures.

", "descriptor" : null, "level" : "2", "area" : null, "range" : "touch", "targets" : "one computer system or module", "casting_time" : "1 standard action", "spell_resistence" : "see text", "short_description" : "Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.", "pfclass" : "technomancer", "saving_throw" : "see text", "effect" : null, "name" : "Logic Bomb", "duration" : "1 day/level or until triggered", "components" : " ", "school" : "abjuration" }, { "components" : " ", "school" : "transmutation", "duration" : "instantaneous", "name" : "Make Whole", "saving_throw" : "Will negates (harmless object)", "effect" : null, "short_description" : "Restore 5d6 Hit Points to an object or construct.", "pfclass" : "technomancer", "spell_resistence" : "yes (harmless object)", "targets" : "one object of up to 1 bulk/level or one construct of any size", "casting_time" : "10 minutes", "area" : null, "range" : "close", "descriptor" : null, "level" : "2", "description_formated" : "

This spell functions as mending, except it restores 5d6 Hit Points when cast on an object or construct creature.

\r\n

Make whole can fix destroyed magic items, and it restores the magic properties of the item if your technomancer level is at least twice the item's level. Items with charges (such as batteries) and single-use items (such as potions and grenades) can't be repaired in this way. When you cast make whole on a construct, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

\r\n" }, { "spell_resistence" : "no", "targets" : null, "casting_time" : "1 standard action", "area" : null, "range" : "close", "descriptor" : "creation", "level" : "2", "description_formated" : "

You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud's area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets.

\r\n

The cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants harrying fire (see page 247) against the foes in its spaces. In addition, the cloud grants covering fire (see page 246) to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective.

\r\n", "components" : " ", "school" : "conjuration", "duration" : "concentration + 1 round", "name" : "Microbot Assault", "saving_throw" : "none", "effect" : "distracting cloud of microbots", "short_description" : "Cloud of tiny robots harasses creatures within it.", "pfclass" : "technomancer" }, { "descriptor" : null, "level" : "2", "description_formated" : "

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

\r\n

When you cast mirror image, it creates 1d4 figment images. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack hits, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss, and an attack that misses you due to a miss chance also destroys an image. Area spells and effects that don't require an attack roll affect you normally and don't destroy any of your figments. Spells with a range of touch are harmlessly discharged if used to destroy a figment.

\r\n

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect. Blindsense doesn't help distinguish the figments from the real you, but blindsight is sufficient to do so.

\r\n", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : null, "area" : null, "range" : "personal", "saving_throw" : null, "effect" : null, "short_description" : "Create decoy duplicates of yourself.", "pfclass" : "technomancer", "duration" : "1 minute/level", "components" : " ", "school" : "illusion", "name" : "Mirror Image" }, { "spell_resistence" : "yes (object)", "casting_time" : "1 round", "targets" : "one object", "area" : null, "range" : "touch", "level" : "2", "descriptor" : null, "description_formated" : "

You restore up to 10 charges to a battery or 5 charges to a technological item capable of being charged by a battery. Since this spell takes your personal energy, you must spend 1 Resolve Point to cast it. If you recharge a battery, there is a 20% chance the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 electricity damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.\r\n

", "school" : "evocation", "components" : " ", "duration" : "instantaneous", "name" : "Recharge", "effect" : null, "saving_throw" : "Fortitude negates (object)", "pfclass" : "technomancer", "short_description" : "Replenish charges in a battery or item capable of holding charges." }, { "area" : null, "range" : "touch", "spell_resistence" : "no", "targets" : "one door, container, or portal up to 30 sq. ft./level in size", "casting_time" : "1 standard action", "description_formated" : "

A security seal spell magically locks a single door, container with a lid or latch, portal, or computer system. Casting this spell requires you to spend 1 Resolve Point. You can freely bypass your own security seal without affecting it. If the sealed object has a lock, the DC to open that lock increases by 5 while it remains attached to the object. If the object doesn't have a lock, this spell creates one that can only be opened with a successful DC 20 Engineering check to disable devices. If the sealed object has computer security, the DC to bypass that security increases by 5. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 5 to the normal DC to break open a door or portal affected by this spell. A knock spell removes the security seal automatically, counting as one means of closure.\r\n

", "descriptor" : null, "level" : "2", "name" : "Security Seal", "components" : " ", "school" : "abjuration", "duration" : "24 hours", "short_description" : "Magically lock a portal a container or a security system.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null }, { "saving_throw" : null, "effect" : null, "short_description" : "See invisible creatures or objects.", "pfclass" : "technomancer", "components" : " ", "school" : "divination", "duration" : "10 minutes/level", "name" : "See Invisibility", "descriptor" : null, "level" : "2", "description_formated" : "

You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.

\r\n

The spell doesn't reveal the method used to obtain invisibility, doesn't reveal illusions or enable you to see through opaque objects, and doesn't reveal creatures that are simply concealed, hiding, or otherwise hard to see.

", "spell_resistence" : null, "targets" : null, "casting_time" : "1 standard action", "area" : null, "range" : "personal" }, { "name" : "Spider Climb", "school" : "transmutation", "components" : " ", "duration" : "10 minutes/level", "pfclass" : "technomancer", "short_description" : "Grant ability to walk on walls and ceilings.", "effect" : null, "saving_throw" : "Will negates (harmless)", "area" : null, "range" : "touch", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one creature", "description_formated" : "

The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. An affected creature with four limbs must have three limbs free (not holding equipment or being used to perform skills and so on) to climb in this manner. A creature with six limbs needs only four available. In general, other creatures must have 75% of their limbs available to benefit from this spell. The target gains a climb speed of 20 feet (and the +8 racial bonus to Athletics checks to climb granted by that climb speed); furthermore, it doesn't need to attempt Athletics checks to climb to traverse a vertical or horizontal surface (even upside down). An affected creature climbing in this way is not flat-footed while climbing, and opponents get no special bonus to their attacks against it. The creature, however, can't use the run action while climbing.\r\n

", "level" : "2", "descriptor" : null }, { "area" : null, "range" : "personal", "spell_resistence" : null, "targets" : null, "casting_time" : "1 standard action", "description_formated" : "

This spell allows you to see magic sources within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns information more quickly.

\r\n

You know the location and caster level of all magic sources within your sight. If the magic sources are in line of sight, you can attempt a DC 28 Mysticism check (one check per source) to determine the school of magic involved in each source.

\r\n

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities and the caster level of the most powerful spell or spell-like ability the creature currently has available for use.

\r\n

As with detect magic, you can use this spell to identify the properties of magic items, but not of artifacts.

", "descriptor" : null, "level" : "3", "name" : "Arcane Sight", "components" : " ", "school" : "divination", "duration" : "1 minute/level", "short_description" : "Magical sources become visible to you.", "pfclass" : "technomancer", "saving_throw" : null, "effect" : null }, { "spell_resistence" : "yes", "targets" : null, "casting_time" : "1 standard action", "area" : "line-shaped burst", "range" : "120 ft.", "descriptor" : "electricity", "level" : "3", "description_formated" : "

You cause an electrical device in your possession to surge in power and unleash a line of electricity from the massive oversurge. This deals 10d6 electricity damage to all creatures and objects in the area.

", "components" : " ", "school" : "evocation", "duration" : "instantaneous", "name" : "Arcing Surge", "saving_throw" : "Reflex half", "effect" : null, "short_description" : "Deal 10d6 electricity damage in a 120-foot line.", "pfclass" : "technomancer" }, { "spell_resistence" : "no", "casting_time" : "10 minutes", "targets" : null, "area" : null, "range" : "long", "level" : "3", "descriptor" : "scrying", "description_formated" : "

You create an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect to create this sensor in a specific spot within range, but the locale must be either a place that's familiar to you or an obvious location, such as inside a cave whose entrance you can see.

\r\n

The sensor doesn't move, but you can rotate it in all directions to view the area as desired. This spell functions only on the plane of existence you are currently occupying.

", "school" : "divination", "components" : " ", "duration" : "1 minute/level", "name" : "Clairaudience/Clairvoyance", "effect" : "magical sensor", "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Hear or see at a distance for (CASTERLEVEL) minutes." }, { "effect" : null, "saving_throw" : "Fortitude negates (object)", "pfclass" : "technomancer", "short_description" : "Disrupts or depowers one target technological item or construct.", "school" : "abjuration", "components" : " ", "duration" : "instantaneous", "name" : "Discharge", "level" : "3", "descriptor" : null, "description_formated" : "

You can dissipate the charges from one technological object, temporarily depower one electrically powered technological object that does not use charges, or severely hinder a construct with the technological subtype. If the spell targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds. If the spell targets a creature not of the technological subtype, it affects a random charged or electrically powered item in that creature's possession. If the target is a construct with the technological subtype, it is staggered and cannot use any energy-based attacks for 1d4 rounds. A construct with the technological subtype that is affected by this spell can attempt a Fortitude saving throw at the end of each round to shrug off the effect.

", "spell_resistence" : "no", "casting_time" : "1 standard action", "targets" : "one creature or technological object", "area" : null, "range" : "medium" }, { "level" : "3", "descriptor" : null, "description_formated" : "

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like abilities just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled.

\r\n

You choose to use dispel magic in one of two ways: as a targeted dispel or as a counter.

\r\n

Targeted Dispel: One creature, object, or spell is the target of the dispel magic spell. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as zone of truth). You must name the specific spell effect to be targeted in this way or otherwise uniquely identify it (such as "that burning wall" or "the spell that's giving him those duplicates"). Attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell's caster level. If you succeed, the spell ends. If you don't specify a spell and there is more than one possible spell on the target, your targeted dispel attempts to dispel a spell at random.

\r\n

If you target a force, an object, or a creature that is the effect of an ongoing spell (such as unseen servant), you attempt a dispel check to end the spell that conjured the object or creature.

\r\n

If the object that you target is a magic item, you attempt a dispel check against the item level (DC = 11 + the item level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item's nonmagical physical properties are unchanged: a suppressed holy laser pistol is still a laser pistol. Artifacts and deities are unaffected by mortal magic such as this.

\r\n

You can choose to automatically succeed at your dispel check against any spell you have cast.

\r\n

Counter: You can use the energy of dispel magic to disrupt the casting of other spells. First, select an opponent and take the ready action (see page 249) to cast dispel magic when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast dispel magic and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster's spell. The DC is equal to 11 + the other spellcaster's caster level. If the check is successful and the target is in range, the spell fails and has no result.

\r\n", "spell_resistence" : "no", "casting_time" : "1 standard action", "targets" : "one creature, object, spell, or spellcaster", "range" : "medium", "area" : null, "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Cancel one magical spell or effect.", "school" : "abjuration", "components" : " ", "duration" : "instantaneous", "name" : "Dispel Magic" }, { "short_description" : "Attacks miss target 50% of the time.", "pfclass" : "technomancer", "saving_throw" : "Will negates (harmless)", "effect" : null, "name" : "Displacement", "duration" : "1 round/level", "components" : " ", "school" : "illusion", "description_formated" : "

The target of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement doesn't prevent enemies from targeting the creature normally. True seeing reveals the target's true location and negates the miss chance. If a creature with blindsense can also see the displaced creature, the visual and blindsense information combined are enough for the creature with blindsense to attack the displaced creature without a miss chance, unlike normal for blindsense.

", "descriptor" : null, "level" : "3", "area" : null, "range" : "touch", "targets" : "one creature", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)" }, { "effect" : null, "saving_throw" : "Fortitude negates (object)", "pfclass" : "technomancer", "short_description" : "Touch decays a construct or nonmagical manufactured item once per round for (CASTERLEVEL) rounds.", "duration" : "see text", "school" : "transmutation", "components" : " ", "name" : "Entropic Grasp", "level" : "3", "descriptor" : null, "description_formated" : "

Any unattended, manufactured (built from component parts, including metal, wood, plastic, glass, and so on) item you touch crumbles into dust, rust, and decay. If the item is so large that it can't fit within a 3-foot radius, a 3-foot-radius volume of the material is destroyed. This is an instantaneous effect.

\r\n

You can employ entropic grasp in combat by making a melee attack against your opponent's EAC. If you hit, you instantaneously reduce a manufactured armor's KAC and EAC bonus by 3 (to a minimum of a +0 bonus). Damaged armor can be repaired using the Engineering skill; with a successful check, the armor's armor bonuses are restored to their original values. Against a manufactured creature (generally constructs, but not undead), this attack instead deals 6d12 damage.

\r\n

Weapons and equipment in use by an opponent are more difficult to affect with this spell. You attempt a sunder combat maneuver against the item. If successful, you deal 6d6 damage to the weapon or item.

\r\n

Used in combat, this spell lasts 1 round per level, and you can make one melee attack each round on future rounds as a standard action. The target can attempt a save to negate each melee attack, but success does not end the spell.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

", "casting_time" : "1 standard action", "targets" : "one nonmagical manufactured object (or the volume of the object within a 3-ft.-radius of the touched point) or one manufactured creature touched each round", "spell_resistence" : "no", "range" : "touch", "area" : null }, { "duration" : "instantaneous", "school" : "evocation", "components" : " ", "name" : "Explosive Blast", "effect" : null, "saving_throw" : "Reflex half", "pfclass" : "technomancer", "short_description" : "Deal 9d6 fire damage to creatures in a 20-foot radius.", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "yes", "area" : "20-ft.-radius burst", "range" : "medium", "level" : "3", "descriptor" : "fire", "description_formated" : "

You magically transform a used battery into a powerful explosive device, propelling it in a straight line to a grid intersection within range, at which point it detonates, dealing 9d6 fire damage to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a ranged attack (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 for an extremely narrow opening) to avoid hitting the side and detonating it prematurely.\r\n

" }, { "spell_resistence" : "no", "casting_time" : "1 round", "targets" : "1 bulk of inert electronic equipment; see text", "area" : null, "range" : "touch", "level" : "3", "descriptor" : null, "description_formated" : "

You turn a pile of technological junk into a robot that can accomplish helpful tasks. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity.

\r\n

While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and helpful programming. A handy junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It can accomplish all tasks described in the Computers, Engineering, Piloting, and Sleight of Hand skills, is considered trained in those skills, and has a total skill bonus in each equal to 3 + your caster level. The junkbot is treated as if it is using a hacker's kit when using the Computers skill and an engineering kit when using the Engineering skill. A handy junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target the junkbot, it is treated as a construct with the technological and magical subtypes.

\r\n

You can give new basic commands to your handy junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the junkbot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.

\r\n

When the handy junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its circuitry fried beyond anything recognizable. You can't use this refuse as a target to create another junkbot.

\r\n", "school" : "transmutation", "components" : " ", "duration" : "1 round/level", "name" : "Handy Junkbot", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Create a temporary robot made of junk to perform Computers Engineering Piloting and Sleight of Hand tasks." }, { "descriptor" : null, "level" : "3", "description_formated" : "

The targeted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time.

\r\n

All of the hasted creature's modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste counters and negates slow.

\r\n", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "area" : null, "range" : "close", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "short_description" : "(CASTERLEVEL) creatures move and act faster.", "pfclass" : "technomancer", "duration" : "1 round/level", "components" : " ", "school" : "transmutation", "name" : "Haste" }, { "duration" : "1 round/level", "school" : "transmutation", "components" : " ", "name" : "Healing Junkbot", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Robot made of junk can perform Medicine tasks and drag unconscious creature to safety.", "casting_time" : "1 round", "targets" : "1 bulk of inert electronic equipment; see text", "spell_resistence" : "no", "area" : null, "range" : "touch", "level" : "3", "descriptor" : null, "description_formated" : "

You turn a pile of technological junk into a robot that can perform basic healing tasks.

\r\n

You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and medical skills.

\r\n

A healing junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It is considered trained in the Medicine skill and can perform first aid, treat deadly wounds, and treat drugs or poison as if it had a medkit (though it can't provide long-term care or treat disease). The junkbot has a total skill bonus for Medicine checks equal to 3 + your caster level.

\r\n

A healing junkbot can drag or fly one unconscious creature at a time to any spot you designate. It can drag or fly a Small, Medium, or Large creature at half speed. It can drag or fly smaller creatures at normal speed, but it can't move creatures bigger than Large. A healing junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target it, the junkbot is treated as a construct with the technological and magical subtypes.

\r\n

You can give new basic commands to your healing junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the bot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link.

\r\n

When the healing junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its components and circuitry fried beyond anything recognizable. You can't use this refuse as a target to create another junkbot.

\r\n" }, { "level" : "3", "descriptor" : null, "description_formated" : "

You overwhelm your target's programming, installing a dangerous self-replicating programming virus. This works like a physical or mental disease (your choice), except it ignores the target's immunity to diseases. The programming virus has a frequency of 1 hour and requires two consecutive saving throws to cure. Detect affliction can reveal the existence of this virus in a construct (the virus is considered a disease for purposes of that spell). Additionally, remove affliction can remove this virus.

", "casting_time" : "1 standard action", "targets" : "one construct with the technological subtype", "spell_resistence" : "yes", "area" : null, "range" : "touch", "effect" : null, "saving_throw" : "Fortitude negates see text", "pfclass" : "technomancer", "short_description" : "Inflict technological construct with disease.", "duration" : "instantaneous; see text", "school" : "necromancy", "components" : " ", "name" : "Instant Virus" }, { "duration" : "instantaneous", "school" : "conjuration", "components" : " ", "name" : "Irradiate", "effect" : null, "saving_throw" : "Fortitude partial see text", "pfclass" : "technomancer", "short_description" : "Flood area with dangerous radiation.", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "no", "area" : "10-ft.-radius spread; see text", "range" : "medium", "level" : "3", "descriptor" : "creation, disease, poison, radiation", "description_formated" : "

This spell floods the area of effect with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect (see page 403). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.

\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
CASTER LEVELRADIATION LEVEL
6th or lowerLow
7th–9thMedium
10th–16thHigh
17th or higherSevere
\r\n" }, { "casting_time" : "1 standard action", "targets" : "one creature or object", "spell_resistence" : "yes (harmless object)", "range" : "touch", "area" : null, "level" : "3", "descriptor" : null, "description_formated" : "

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance and spells with the word "detect" in their names. Nondetection also prevents location by magic items such as crystal balls and technological items such as cameras and surveillance systems. Casting this spell places significant stress on you, and requires you to spend 1 Resolve Point.

\r\n

If a magic divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC equal to 11 + your caster level. If surveillance is attempted with remote cameras or sensors, the viewer must succeed at a Perception check against a DC equal to 11 + your caster level to see the target. If you cast nondetection on yourself or on an item currently in your possession, the DC for each these checks is equal to 15 + your caster level. If cast on a creature, nondetection wards the creature's gear as well as the creature itself.

\r\n

Nondetection protects the target only from discovery by items and remote sensors, not by creatures. A camera mounted to a wall and monitored from a security booth is subject to nondetection, but a camera in a creature (including constructs) is not.

\r\n", "duration" : "1 hour/level", "school" : "abjuration", "components" : " ", "name" : "Nondetection", "effect" : null, "saving_throw" : "Will negates (harmless object)", "pfclass" : "technomancer", "short_description" : "Hide target from divination and surveillance." }, { "pfclass" : "technomancer", "short_description" : "Reroll one attack roll save or check.", "effect" : null, "saving_throw" : null, "name" : "Probability Prediction", "school" : "divination", "components" : " ", "duration" : "1 round/level; see text", "description_formated" : "

You open your mind to read the underlying probability of the universe. At any point during the duration of this spell, you can discharge it to reroll any d20 roll (attack roll, saving throw, skill check, etc.; see page 243). This takes no action, but you must choose to do it before you learn the results of the first roll. You must take the result of the second roll, even if it is worse.\r\n

", "level" : "3", "descriptor" : null, "area" : null, "range" : "personal", "spell_resistence" : null, "casting_time" : "1 standard action", "targets" : null }, { "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "short_description" : "Grant DR 15/- or energy resistance 15 against four energy types.", "pfclass" : "technomancer", "duration" : "10 minutes/level", "components" : " ", "school" : "abjuration", "name" : "Resistant Armor, Lesser", "descriptor" : null, "level" : "3", "description_formated" : "

Lesser resistant armor grants the target (and its gear) protection from your choice of either kinetic damage or energy damage. If you choose kinetic damage, the target and her gear gain DR 5/— that protects against bludgeoning, piercing, and slashing damage. If you choose energy damage, pick any two of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance 5 that protects against the chosen types of energy. This damage reduction or energy resistance doesn't stack with any damage reduction or energy resistance the target already has, and multiple castings of this spell don't stack.

", "targets" : "one creature wearing armor", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "range" : "touch", "area" : null }, { "description_formated" : "

An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered (see page 277) and can take only a single move action or standard action each turn, but not both, and it can't take full actions. A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Multiple slow effects don't stack. Slow counters and negates haste.

", "level" : "3", "descriptor" : null, "area" : null, "range" : "close", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "pfclass" : "technomancer", "short_description" : "(CASTERLEVEL) creatures move and act slower.", "effect" : null, "saving_throw" : "Will negates", "name" : "Slow", "school" : "transmutation", "components" : " ", "duration" : "1 round/level" }, { "spell_resistence" : "no", "targets" : "one creature", "casting_time" : "1 standard action", "area" : null, "range" : "touch", "descriptor" : null, "level" : "3", "description_formated" : "

This spell grants the creature touched the ability to speak and understand the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect. The target can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the target to speak with creatures who don't speak. The target can make itself understood as far as its voice carries.

", "components" : " ", "school" : "divination", "duration" : "10 minutes/level", "name" : "Tongues", "saving_throw" : "Will negates (harmless)", "effect" : null, "short_description" : "Target can speak and understand any language.", "pfclass" : "technomancer" }, { "area" : null, "range" : "touch", "spell_resistence" : "no", "casting_time" : "1 standard action", "targets" : "one or more corpses", "description_formated" : "

This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can't be animated again.

\r\n

You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell.

\r\n

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.

\r\n

The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.

", "level" : "4", "descriptor" : null, "name" : "Animate Dead", "school" : "necromancy", "components" : " ", "duration" : "instantaneous", "pfclass" : "technomancer", "short_description" : "Create controlled undead creatures out of target corpses.", "effect" : null, "saving_throw" : "none" }, { "description_formated" : "

You create an invisible magical sensor that sends you visual information. The sensor appears at any point within line of sight, but it can then travel beyond your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a humanoid would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The arcane eye sees exactly as you would see if you were there.

The arcane eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The arcane eye can't enter another plane of existence, even through Drift travel or a magical gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not concentrate, the sensor is inert until you concentrate again.

", "descriptor" : "scrying", "level" : "4", "range" : "planetary", "area" : null, "targets" : null, "casting_time" : "10 minutes", "spell_resistence" : "no", "short_description" : "Invisible floating eye moves 30 feet per round and sends you visual information.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : "magical sensor", "name" : "Arcane Eye", "duration" : "1 minute/level", "components" : " ", "school" : "divination" }, { "pfclass" : "technomancer", "short_description" : "Cloud deals 4d8 acid damage per round plus 10 additional damage.", "effect" : null, "saving_throw" : "Reflex negates", "name" : "Corrosive Haze", "duration" : "1 round/level", "school" : "evocation", "components" : " ", "description_formated" : "

A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can't move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage.

\r\n

If you don't move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn.

", "level" : "4", "descriptor" : "acid", "area" : "5-ft.-diameter cloud of acid", "range" : "medium", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "yes" }, { "saving_throw" : "none", "effect" : null, "short_description" : "Turn nonhostile technological construct against your foes.", "pfclass" : "technomancer", "duration" : "concentration up to 1 round/level", "components" : " ", "school" : "enchantment", "name" : "Destruction Protocol", "descriptor" : null, "level" : "4", "description_formated" : "

Waves of inciting programming ebb from your touch, reprogramming a construct to have murderous intentions toward your enemies. This spell must target a construct that is not already programmed or tasked with harming you. The target construct must have a CR lower than or equal to your level. If the target construct is under the control of another creature, the controlling creature can attempt a Will saving throw (DC = the spell's DC) to negate this spell's effect.

\r\n

While this spell is in effect, the construct is under your control. On your turn starting when you cast this spell, you must direct it to attack a target; the construct then pursues and attacks this target as best it can. You can change which target the construct attacks as part of your concentration to continue this spell's duration (a standard action). When you stop concentrating or when the spell's duration otherwise ends, the construct immediately stops following your commands to attack.

\r\n", "targets" : "one nonhostile construct of the technological subtype; see text", "casting_time" : "1 standard action", "spell_resistence" : "yes", "area" : null, "range" : "touch" }, { "name" : "Dimension Door", "school" : "conjuration", "components" : " ", "duration" : "instantaneous", "pfclass" : "technomancer", "short_description" : "Teleport a short distance.", "effect" : null, "saving_throw" : "none Will negates (object)", "range" : "long", "area" : null, "spell_resistence" : "no yes (object)", "casting_time" : "1 standard action", "targets" : "you and touched objects or touched willing or unconscious creatures", "description_formated" : "

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating its direction. You can bring along objects as long as their weight doesn't exceed your maximum load. You can also bring up to four additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to their maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. After using this spell, you can't take any other actions until your next turn (and each creature traveling with you can't take any other actions until its next turn).

\r\n

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you each take 1d6 damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take 2d6 additional damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take 4d6 additional damage and the spell simply fails.

\r\n", "level" : "4", "descriptor" : "teleportation" }, { "effect" : null, "saving_throw" : "Will negates (harmless)", "pfclass" : "technomancer", "short_description" : "Target is invisible for (CASTERLEVEL) rounds even if it attacks.", "school" : "illusion", "components" : " ", "duration" : "1 round/level", "name" : "Invisibility, Greater", "level" : "4", "descriptor" : null, "description_formated" : "

This spell functions like invisibility, except it doesn't end if the target attacks.

", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "targets" : "one creature", "range" : "touch", "area" : null }, { "duration" : "1 round/level", "components" : " ", "school" : "enchantment", "name" : "Overload Systems", "saving_throw" : "Fortitude negates", "effect" : null, "short_description" : "Target creature has a 50% chance to lose each action.", "pfclass" : "technomancer", "targets" : "one creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "area" : null, "range" : "touch", "descriptor" : "compulsion", "level" : "4", "description_formated" : "

By touching the target (usually requiring a melee attack roll against the target's EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target's body with random jolts of electricity or other interference. On a failed Fortitude save, the target is overwhelmed and potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a 50% chance that the target simply takes no action instead. Roll this chance separately for each action the target would take. For example, if the target wishes to move and attack during its turn, it would roll d% twice to determine whether it could take those actions—once before each action it wishes to take. Each attack of a full attack action counts as separate action.

\r\n

This spell is effective against living and unliving creatures, and casting it doesn't provoke attacks of opportunity.

\r\n" }, { "effect" : null, "saving_throw" : "Will negates", "pfclass" : "technomancer", "short_description" : "Trap an extraplanar creature of CR 4 or lower until it performs a task.", "school" : "conjuration", "components" : " ", "duration" : "instantaneous; see text", "name" : "Planar Binding", "level" : "4", "descriptor" : "calling", "description_formated" : "

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. The CR of the outsider you can call with planar binding depends on the spell's level.

\r\n

4th: One outsider of CR 4 or lower

\r\n

5th: One outsider of CR 7 or lower

\r\n

6th: One outsider of CR 10 or lower

\r\n

The target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A planar barrier spell cast in the area prevents the creature from escaping via dimensional travel.

\r\n

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn't sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands.

\r\n

Once the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can't complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions.

\r\n

When you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor.

\r\n", "spell_resistence" : "yes; see text", "casting_time" : "10 minutes", "targets" : "see text", "area" : null, "range" : "close" }, { "short_description" : "Remove ongoing radiation effects from a creature or object.", "pfclass" : "technomancer", "saving_throw" : "Fortitude negates (harmless object)", "effect" : null, "name" : "Remove Radioactivity", "duration" : "instantaneous", "components" : " ", "school" : "conjuration", "description_formated" : "

You remove all ongoing effects of radiation from a single target if you succeed at a caster level check (DC = the DC associated with the radiation effect). The target is cured of both the radiation's poison effects and the radiation sickness disease, moving the target to the healthy state on both tracks. When cast on an area, a single casting of remove radioactivity removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.

", "descriptor" : "healing", "level" : "4", "area" : "one creature or object or one 20-ft.-radius area", "range" : "touch", "targets" : "one creature or object or one 20-ft.-radius area", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless object)" }, { "name" : "Resilient Sphere", "school" : "evocation", "components" : " ", "duration" : "1 minute/level", "pfclass" : "technomancer", "short_description" : "Force globe protects but traps one target.", "effect" : null, "saving_throw" : "Reflex negates", "area" : null, "range" : "close", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one Large or smaller creature", "description_formated" : "

A 10-foot-diameter globe of shimmering force encloses the target creature. The sphere contains the target for the spell's duration. The sphere functions in the same way as a wall of force, except it can be negated by dispel magic. A target inside the sphere can breathe normally. The sphere can't be physically moved either by creatures outside it or by the struggles of those within.

", "level" : "4", "descriptor" : "force" }, { "spell_resistence" : "yes (harmless)", "targets" : "one creature wearing armor", "casting_time" : "1 standard action", "range" : "touch", "area" : null, "descriptor" : null, "level" : "4", "description_formated" : "

This spell functions as lesser resistant armor, but the target and her gear gain DR 10/— or energy resistance 10 that protects against three energy types.

", "components" : " ", "school" : "abjuration", "duration" : "10 minutes/level", "name" : "Resistant Armor", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "short_description" : "Grant DR 5/- or energy resistance 5 against two energy types.", "pfclass" : "technomancer" }, { "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one living creature", "range" : "medium", "area" : null, "level" : "4", "descriptor" : null, "description_formated" : "

Like rewriting the code that makes up a computer program, you manipulate the target's DNA to painfully rewire that target's biological functions to mimic the cold and rigid processes of a robot. The target must succeed at a Will saving throw, or all of its movement speeds are halved and it takes 3d6 slashing damage per round on its turn as its internal organs shift and transform to become more like the inner components of a robot. Each round, the target can attempt a Fortitude saving throw to halve the damage this spell causes.

\r\n

While this spell is in effect, the target's body becomes visibly more robotic; its voice is tinny and halting, its movements are jerky, and its face is unmoving and emotionless. The target has the flat-footed condition, and it takes a –2 penalty to all Sense Motive checks as well as to all Charisma-based and Dexterity-based skill and ability checks.

", "school" : "transmutation", "components" : " ", "duration" : "1 round/level; see text", "name" : "Rewire Flesh", "effect" : null, "saving_throw" : "Will negates and Fortitude half see text", "pfclass" : "technomancer", "short_description" : "Turn target partially into a robot dealing 3d6 damage per round and reducing speed." }, { "area" : null, "range" : "touch", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one construct with the technological subtype; see text", "description_formated" : "

Waves of calming programming ebb from your touch, potentially stabilizing a construct's harmful intentions toward you and your allies. The target construct must have a CR lower than your level; if it does, the construct is convinced that you and your allies pose no threat. It can't take violent actions against you or your allies, and it can't do anything that would otherwise harm or threaten you (though it continues to carry out orders to take actions that do not harm or threaten you). Any aggressive action or damage dealt by you or your allies to a construct soothed in this way or its allies immediately ends this spell's effects (and could cause the construct to attack you, if it was doing so previously).

\r\n

If an affected construct is under the control of a spellcaster or another creature, the controlling creature can spend a full action to remove soothing protocol, as long as it can either touch the construct or give it an order.

", "level" : "4", "descriptor" : null, "name" : "Soothing Protocol", "school" : "enchantment", "components" : " ", "duration" : "10 minutes/level", "pfclass" : "technomancer", "short_description" : "Calm a target hostile technological construct.", "effect" : null, "saving_throw" : "none" }, { "descriptor" : "fire", "level" : "4", "description_formated" : "

An immobile blazing curtain of opaque, shimmering, violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d6 fire damage to creatures within 10 feet and 1d6 fire damage to those beyond 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 5d6 fire damage to any creature passing through it. The wall deals double damage to undead creatures.

\r\n

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 or more cold damage in 1 round, that length goes away.

", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "yes", "area" : null, "range" : "medium", "saving_throw" : "none", "effect" : "wall up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form 20 ft. high", "short_description" : "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.", "pfclass" : "technomancer", "duration" : "concentration + 1 round/level", "components" : " ", "school" : "evocation", "name" : "Wall of Fire" }, { "duration" : "see text", "school" : "conjuration", "components" : " ", "name" : "Creation", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Create one object made of vegetable matter.", "casting_time" : "1 minute", "targets" : "one nonmagical nontechnological object of nonliving matter, up to 1 bulk/level; see text", "spell_resistence" : "no", "area" : null, "range" : "0 ft.", "level" : "4", "descriptor" : "creation", "description_formated" : "

You create a nonmagical, nontechnological, unattended object of nonliving matter. The volume of the item created can't exceed 1 cubic foot (or 1 bulk) per caster level. You must succeed at an appropriate Engineering or Profession check to make a complex item, and you can't create a consumable item.

\r\n

4th: When you cast creation as a 4th-level spell, it creates an object made out of vegetable matter (such as wood) that has an item level no greater than one-third your caster level. The duration is 1 hour per caster level.

\r\n

5th: When you cast creation as a 5th-level spell, it creates an object made out of vegetable matter or material of a mineral nature: crystal, metal, stone, or the like. The object can't have an item level greater than half your caster level. The duration depends on the hardness and rarity of the created object, as indicated on the following table.

\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
HARDNESS AND RARITY EXAMPLESDURATION
Vegetable matter2 hours/level
Stone, crystal, base metals1 hour/level
Precious metals20 minutes/level
Gems10 minutes/level
Rare maetals*1 round/level
\r\n

* Includes adamantine, alchemical silver, mithral, and skymetal alloys. You can't use a 5th-level creation spell to create a cold iron item.

\r\n" }, { "name" : "Creation", "school" : "conjuration", "components" : " ", "duration" : "see text", "pfclass" : "technomancer", "short_description" : "Create one object made of vegetable matter.", "effect" : null, "saving_throw" : "none", "area" : null, "range" : "0 ft.", "spell_resistence" : "no", "casting_time" : "1 minute", "targets" : "one nonmagical nontechnological object of nonliving matter, up to 1 bulk/level; see text", "description_formated" : "

You create a nonmagical, nontechnological, unattended object of nonliving matter. The volume of the item created can't exceed 1 cubic foot (or 1 bulk) per caster level. You must succeed at an appropriate Engineering or Profession check to make a complex item, and you can't create a consumable item.

\r\n

4th: When you cast creation as a 4th-level spell, it creates an object made out of vegetable matter (such as wood) that has an item level no greater than one-third your caster level. The duration is 1 hour per caster level.

\r\n

5th: When you cast creation as a 5th-level spell, it creates an object made out of vegetable matter or material of a mineral nature: crystal, metal, stone, or the like. The object can't have an item level greater than half your caster level. The duration depends on the hardness and rarity of the created object, as indicated on the following table.

\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
HARDNESS AND RARITY EXAMPLESDURATION
Vegetable matter2 hours/level
Stone, crystal, base metals1 hour/level
Precious metals20 minutes/level
Gems10 minutes/level
Rare maetals*1 round/level
\r\n

* Includes adamantine, alchemical silver, mithral, and skymetal alloys. You can't use a 5th-level creation spell to create a cold iron item.

\r\n", "level" : 5, "descriptor" : "creation" }, { "name" : "Dismissal", "duration" : "instantaneous", "school" : "abjuration", "components" : " ", "pfclass" : "technomancer", "short_description" : "Force a creature to return to its native plane.", "effect" : null, "saving_throw" : "Will negates, see text", "area" : null, "range" : "close", "casting_time" : "1 standard action", "targets" : "see text", "spell_resistence" : "yes", "description_formated" : "

The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature's home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell's chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target's spell resistance (if any), and the save DC of the spell increases by 2. At the GM's discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell's save DC by 4.

\r\n

4th: When you cast dismissal as a 4th-level spell, it affects one extraplanar creature.

\r\n

5th: When you cast dismissal as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can't exceed your level + 2, no two of which can be more than 30 feet apart.

\r\n", "level" : "4", "descriptor" : null }, { "description_formated" : "

The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature's home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell's chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target's spell resistance (if any), and the save DC of the spell increases by 2. At the GM's discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell's save DC by 4.

\r\n

4th: When you cast dismissal as a 4th-level spell, it affects one extraplanar creature.

\r\n

5th: When you cast dismissal as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can't exceed your level + 2, no two of which can be more than 30 feet apart.

\r\n", "level" : 5, "descriptor" : null, "area" : null, "range" : "close", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "see text", "pfclass" : "technomancer", "short_description" : "Force a creature to return to its native plane.", "effect" : null, "saving_throw" : "Will negates, see text", "name" : "Dismissal", "school" : "abjuration", "components" : " ", "duration" : "instantaneous" }, { "short_description" : "Free creatures from curses enchantments and transmutations.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null, "name" : "Break Enchantment", "duration" : "instantaneous", "components" : " ", "school" : "abjuration", "description_formated" : "

This spell frees victims from curses, enchantments, and transmutations. Break enchantment can reverse even an instantaneous effect. For each such effect, you attempt a caster level check (1d20 + your caster level, maximum +15) against a DC equal to 11 + the caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC of the caster level check is equal to the DC of the curse.

\r\n

If the spell is one that can't be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, break enchantment doesn't remove the curse from the item but it does free the victim from the item's effects.

", "descriptor" : null, "level" : "5", "area" : null, "range" : "close", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "casting_time" : "1 minute", "spell_resistence" : "no" }, { "descriptor" : null, "level" : "5", "description_formated" : "

You send your mind to another plane of existence (an Elemental Plane or some plane further removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with "Yes," "No," "Maybe," "Never," "Irrelevant," or some other one-word answer.

\r\n

You must concentrate on maintaining the spell in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You can ask one question for every 2 caster levels. On rare occasions, this divination may be blocked by an act of certain deities or forces.

\r\n

Contacting a minor planar power is relatively safe but may not result in useful answers. For each question you ask, the GM secretly rolls 1d20.

\r\n

1–2: The power gives you no answer, the spell ends, and you must attempt a DC 7 Intelligence check. On a failed check, your Intelligence and Charisma scores each fall to 8 for a week and you are unable to cast spells for that period.

\r\n

3–5: You receive a random answer to the question.

\r\n

6–10: You receive an incorrect answer to the question. Based on the nature and needs of the creature contacted, this may be a lie designed to harm you.

\r\n

11–15: You receive no answer to the question.

\r\n

16 or More: You receive a truthful and useful one-word answer. If the question can't be truthfully answered in this way, no answer is received.

\r\n

Contact with minds further removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed by the power's sheer strangeness and force, but it also increases the chance of the power knowing the answer and answering correctly. You can add any value from +1 to +5 to the d20 roll to represent contacting increasingly powerful planar beings. However, on a roll of 1 or 2, the result is still no answer, the spell ends, and you must attempt an Intelligence check to avoid losing Intelligence and Charisma. The DC of this Intelligence check is increased by the same amount added to the d20 check to contact a planar creature.

\r\n", "targets" : null, "casting_time" : "10 minutes", "spell_resistence" : null, "area" : null, "range" : "personal", "saving_throw" : null, "effect" : null, "short_description" : "Ask questions of extraplanar entity.", "pfclass" : "technomancer", "duration" : "concentration", "components" : " ", "school" : "divination", "name" : "Contact Other Plane" }, { "pfclass" : "technomancer", "short_description" : "Command technological constructs within range telepathically.", "effect" : null, "saving_throw" : "Will negates", "name" : "Control Machines", "school" : "transmutation", "components" : " ", "duration" : "concentration up to 1 round/level", "description_formated" : "

You wrest control of the target constructs and command them telepathically. You can issue commands to any number of controlled constructs on your turn, beginning when you cast this spell, as part of the concentration required to sustain its duration (a standard action).

\r\n

If any of the constructs are under the control of a hostile creature, that controlling creature can attempt a Will saving throw (DC equal to this spell's) to negate this spell's effect. Each construct under the control of another creature grants its controlling creature a separate saving throw to negate the effect for that construct.

\r\n

While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them.

\r\n", "level" : "5", "descriptor" : null, "area" : null, "range" : "medium", "spell_resistence" : "no", "casting_time" : "1 standard action", "targets" : "constructs of the technological subtype with individual CRs no greater than your level + 1 and a total CR no greater than twice your level, no two of which can be more than 30 ft. apart" }, { "saving_throw" : "none", "effect" : null, "short_description" : "Cancel multiple spells or effects.", "pfclass" : "technomancer", "duration" : "instantaneous", "components" : " ", "school" : "abjuration", "name" : "Dispel Magic, Greater", "descriptor" : null, "level" : "5", "description_formated" : "

This spell functions like dispel magic, except it can end more than one spell on a target and it can be used to target multiple creatures. You choose to use greater dispel magic in one of three ways: a targeted dispel, an area dispel, or a counter.

\r\n

Targeted Dispel: This functions as a targeted dispel magic, but you can dispel one spell for every 4 caster levels you have, attempting a separate dispel check for each spell. Additionally, greater dispel magic has a chance to dispel any curse that remove affliction can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.

\r\n

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Attempt one dispel check and apply that check to each creature or object in the area, as if it were targeted by dispel magic. If you don't specify spells and there is more than one possible spell on the target, your targeted dispel attempts to dispel spells at random. Magic items themselves are not affected by an area dispel but additional magical effects on them may be dispelled.

\r\n

For each ongoing spell effect whose point of origin is within the area of the greater dispel magic spell, apply the result of the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the result of the dispel check to end the effect, but only within the overlapping area.

\r\n

If an object or a creature that is the effect of an ongoing spell is in the area, apply the result of the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

\r\n

You can choose to automatically succeed at your dispel check against any spell you have cast.

\r\n

Counter: This functions as countering with dispel magic, but you receive a +4 bonus to your dispel check to counter the other spellcaster's spell.

\r\n", "targets" : "one creature, object, spell, or spellcaster; or a 20-ft.-radius burst", "casting_time" : "1 standard action", "spell_resistence" : "no", "range" : "medium", "area" : "one creature, object, spell, or spellcaster; or a 20-ft.-radius burst" }, { "components" : " ", "school" : "evocation", "duration" : "instantaneous; see text", "name" : "Heat Leech", "saving_throw" : "Reflex half", "effect" : null, "short_description" : "Deal 13d8 cold damage to creatures in a cone.", "pfclass" : "technomancer", "spell_resistence" : "yes", "targets" : null, "casting_time" : "1 standard action", "area" : "cone-shaped burst", "range" : "60 ft.", "descriptor" : "cold", "level" : "5", "description_formated" : "

You drain the heat from all creatures and objects in the area, dealing 13d8 cold damage. You can store the gathered heat energy in a used battery. If you do so and use that battery when casting explosive blast within 1 minute, that spell deals 2d6 additional fire damage, destroying the used battery. Otherwise, the energy dissipates normally.\r\n

" }, { "short_description" : "Create a large hologram that depicts terrain and structures.", "pfclass" : "technomancer", "saving_throw" : "Will disbelief", "effect" : null, "name" : "Holographic Terrain", "duration" : "2 hours/level", "components" : " ", "school" : "illusion", "description_formated" : "

You make terrain look, sound, and smell like some other sort of terrain. Equipment, structures, and vehicles within the area can be hidden or changed in appearance. The illusion includes audible, olfactory, tactile, and visual elements and is effective against cameras, living creatures, robots, and scrying spells. This spell can't disguise or add creatures nor can it make them invisible (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

", "descriptor" : null, "level" : "5", "area" : "one 20-ft. cube/level", "range" : "long", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "no" }, { "descriptor" : null, "level" : "5", "description_formated" : "

You become invisible (as greater invisibility), and at the same time, a figment double of you (as per a 3rd-level casting of holographic image) appears. The double appears within close range (25 feet + 5 feet/2 levels) but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it can't attack or cast spells, though it can pretend to do so.

\r\n

The illusory double lasts as long as you concentrate upon it plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility lasts for 1 round per level, regardless of concentration.

\r\ny lasts for (CASTERLEVEL) rounds regardless of concentration.

", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "no", "area" : null, "range" : "personal; see text", "saving_throw" : "none or Will disbelief see text", "effect" : "one illusory double", "short_description" : "Make yourself invisible and create an illusory double of your likeness.", "pfclass" : "technomancer", "duration" : "1 round/level and concentration + 3 rounds; see text", "components" : " ", "school" : "illusion", "name" : "Mislead" }, { "level" : "5", "descriptor" : null, "description_formated" : "

You can create a passage through metal, plaster, plastic, stone, or wooden walls, but you can not create one through force fields, starship bulkheads, or other harder materials. The passage is 30 feet deep. If the wall's thickness is more than the depth of the passage created, then a single casting of passwall simply makes a niche or short tunnel. Several castings of passwall can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is more than one, or out the sole exit.

", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "no", "area" : null, "range" : "touch", "effect" : "5-ft.-by-8-ft. opening", "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Create a passage through most walls.", "duration" : "1 hour/level", "school" : "transmutation", "components" : " ", "name" : "Passwall" }, { "name" : "Private Sanctum", "school" : "abjuration", "components" : " ", "duration" : "24 hours", "pfclass" : "technomancer", "short_description" : "Prevent anyone from viewing or scrying an area for 24 hours.", "effect" : null, "saving_throw" : "none", "area" : "one 30-ft. cube/level", "range" : "close", "spell_resistence" : "no", "casting_time" : "10 minutes", "targets" : null, "description_formated" : "

This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

\r\n

Divination (scrying) spells can't perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), and technological communication (as it blocks broadcasts), but it doesn't prevent other magic communication, such as a telepathic message spell, or telepathic communication.

\r\n

The spell does not prevent creatures or objects from moving into and out of the area.

\r\n", "level" : "5", "descriptor" : null }, { "descriptor" : null, "level" : "5", "description_formated" : "

You create 20 semitangible, visible magical orbs called "eyes." These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

\r\n

While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct (about the size of a small apple) with the magical subtype. They each have 1 Hit Point and EAC and KAC of 18, and they fly at a speed of 30 feet with a +20 bonus to Acrobatics checks to fly and a +16 bonus to Stealth checks. An eye has a +20 Perception bonus and is subject to darkness, fog, illusions, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.

\r\n

When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. The eyes know anything you know.

\r\n

In order to report their findings, the eyes must return to your hand. Each eye replays in your mind all that it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying all of its findings, an eye simply disappears.

\r\n

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

\r\n

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy the eyes. Roll separately for each eye caught in an area dispel.

", "targets" : null, "casting_time" : "1 minute", "spell_resistence" : "no", "area" : null, "range" : "1 mile", "saving_throw" : "none", "effect" : "20 magical sensors", "short_description" : "Twenty floating eyes scout for you.", "pfclass" : "technomancer", "duration" : "1 hour/level; see text", "components" : " ", "school" : "divination", "name" : "Prying Eyes" }, { "spell_resistence" : "yes (harmless object)", "targets" : "one construct or weapon", "casting_time" : "1 standard action", "area" : null, "range" : "touch", "descriptor" : null, "level" : "5", "description_formated" : "

On each round, the target construct or weapon regains 2d8 Hit Points. This does not stack with any fast healing the construct or weapon already has. You can't target a construct or weapon that has been brought to 0 Hit Points or destroyed.

\r\n", "components" : " ", "school" : "transmutation", "duration" : "1 minute", "name" : "Rapid Repair", "saving_throw" : "Fortitude negates (harmless object)", "effect" : null, "short_description" : "Construct or weapon regains 2d8 Hit Points per round for 1 minute.", "pfclass" : "technomancer" }, { "targets" : "up to 10 creatures wearing armor within range", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "area" : null, "range" : "30 ft.", "descriptor" : null, "level" : "5", "description_formated" : "

This spell functions as lesser resistant armor, except as indicated above, and the wearers and their gear gain DR 5/— or energy resistance 5 that protects against all five energy types.\r\n

", "duration" : "1 minute/level", "components" : " ", "school" : "abjuration", "name" : "Resistant Aegis", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "short_description" : "Grant up to 10 creatures DR 5/- or energy resistance 5 to all energy types.", "pfclass" : "technomancer" }, { "effect" : null, "saving_throw" : "Fortitude partial", "pfclass" : "technomancer", "short_description" : "Target takes 18d8 damage and is staggered for 1 minute.", "school" : "divination", "components" : " ", "duration" : "instantaneous", "name" : "Synapse Overload", "level" : "5", "descriptor" : "mind-affecting", "description_formated" : "

To affect the target, you must hit with a melee attack against its EAC; you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. You then overload the target's mind, causing the target's synapses to violently trigger. The target takes 18d8 damage and is staggered for 1 minute. A target can negate the staggered effect with a successful Fortitude saving throw, but still takes full damage.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one living creature", "range" : "touch", "area" : null }, { "spell_resistence" : "yes (object) see text", "casting_time" : "1 standard action", "targets" : "see text", "area" : null, "range" : "long", "level" : "5", "descriptor" : null, "description_formated" : "

You move objects or creatures by concentrating on them. Depending on your desired effect (choose one from below), the spell can perform a variety of combat maneuvers, provide a gentle, sustained force, or exert a single short, violent thrust.

\r\n

Combat Maneuver: Once per round, you can use telekinesis to perform a ranged attack that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. Resolve these attempts as normal, but use your caster level plus your key ability score modifier as your attack bonus. No saving throw is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentrating.

\r\n

Sustained Force: A sustained force moves an object of no more than 25 pounds or 2 bulk per caster level up to 20 feet per round in any direction (including up or down). A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. This version of the spell lasts 1 round per caster level, but it ends if you cease concentrating. The spell ends if the object is forced beyond the spell's range.

\r\n

You can telekinetically manipulate an object as if with one hand. For example, a lever can be pulled, a key turned, a button pushed, an object rotated, and so on if the force required is within the weight limitation. You might even be able to untie simple knots, though a delicate activity such as this requires a successful DC 15 Intelligence check.

\r\n

Violent Thrust: The spell energy can be spent in a single round. You can hurl up to 15 objects or creatures that are within range (no two of which can be more than 10 feet apart) toward any target within 150 feet of all the objects. You can hurl up to a total weight of 400 pounds or 40 bulk. You must make attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus plus your key ability score modifier as your attack bonus. All objects cause damage ranging from 1 damage per 25 pounds or 2 bulk (for less dangerous objects) to 1d10 damage per 25 pounds or 2 bulk (for extremely dangerous objects, such as weapons or bladed or spiked objects). Objects and creatures that miss the target land in a square adjacent to the target. Creatures that fall within the weight capacity of the spell can be hurled, but they can attempt Will saving throws (or rely on spell resistance) to negate the effect, as can those whose held possessions are targeted by the spell. If a thrown creature is hurled against a solid surface, it takes 1d6 damage as if it had fallen 10 feet.

", "school" : "transmutation", "components" : " ", "duration" : "concentration (up to 1 round/level) or instantaneous; see text", "name" : "Telekinesis", "effect" : null, "saving_throw" : "none Will negates (object) see text", "pfclass" : "technomancer", "short_description" : "Move an object attack creatures or hurl objects or creatures with your mind." }, { "targets" : "you and touched objects and other touched willing or unconscious creatures", "casting_time" : "1 standard action", "spell_resistence" : "no yes (object)", "area" : null, "range" : "2000 miles", "descriptor" : "teleportation", "level" : "5", "description_formated" : "

This spell instantly transports you to a designated destination within 2,000 miles. Interplanar and interplanetary travel is not possible, and neither is travel between two moving starships during combat, though you might be able to teleport to a planet's surface from an orbiting starship. You can bring along objects as long as their weight doesn't exceed your maximum bulk limit. You can also bring up to five additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as four Medium creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As the caster, you need not attempt a saving throw, nor is spell resistance applicable to you. Only objects held or in use by another creature receive saving throws and benefit from spell resistance.

\r\n

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy can make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult Table 10—1. Refer to the following information for definitions of the terms on the table.

\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
Table 10—1: Teleportation Results
FAMILIARITYON TARGETOFF TARGETSIMILAR AREAMISHAP
Very familiar1–9798–99100
Studied carefully1–9495–9798–99100
Seen casually1–8889–9495–9899–100
Viewed once1–7677–8889–9697–100
False destination81–9293–100
\r\n

Familiarity: "Very familiar" describes a place you have been very often and where you feel at home. "Studied carefully" describes a place you know well, either because you can currently physically see it or because you've been there often. "Seen casually" describes a place you have been to more than once but with which you are not very familiar. "Viewed once" describes a place you have seen once in person or have extensively studied through scrying magic, remote cameras, or recorded images (for a remote-viewed location, you still need to have a clear idea of the location; you can't teleport to an unknown location that you've seen in a holovid).

\r\n

"False destination" describes a place that doesn't truly exist, or if you are teleporting to an otherwise familiar location, it is a place that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

\r\n

On Target: You appear where you want to be.

\r\n

Off Target: You appear safely a random distance away from the destination in a random direction. The distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.

\r\n

Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

\r\n

Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 2d10 damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "mishap" comes up, the creatures take more damage and must reroll.

\r\n", "duration" : "instantaneous", "components" : " ", "school" : "conjuration", "name" : "Teleport", "saving_throw" : "none Will negates (object)", "effect" : null, "short_description" : "Instantly teleport as far as 2000 miles.", "pfclass" : "technomancer" }, { "short_description" : "Charm a target into protecting you during combat.", "pfclass" : "technomancer", "saving_throw" : "Will negates", "effect" : null, "name" : "Unwilling Guardian", "components" : " ", "school" : "enchantment", "duration" : "1 round/level", "description_formated" : "

Your overwhelming presence bores into the target's mind, cowing its will. This turns it into an automaton-like guardian that protects you at all costs. As soon as it is able, the target mindlessly moves along the most direct route toward you and stops when it is within 10 feet of you (provoking attacks of opportunity for movement as normal). If you are being attacked in melee by a creature within 10 feet, the target instead takes the quickest route to intercept that creature from a square within 10 feet of you and attack it on your behalf.

\r\n

While this spell is in effect, the target attacks any creature that attacks you in melee, though it can't move more than 10 feet from you to do so. If multiple creatures are attacking you in melee, you can choose which creature the target attacks on your behalf as part of combat banter. If you are the target of ranged attacks and your guardian is not attacking a melee assailant on your behalf, it moves to provide cover against the ranged attacks. Due to the strong momentary connection between you and your unwilling guardian, if you are the single target of a hostile creature's spell or effect, the creature must succeed at a caster level check (DC = 6 + your caster level) or the spell or effect instead targets your guardian. This spell has no effect on area of effect or multi-target spells or other effects that include you as a target.

\r\n

When this spell ends, the target regains control of its faculties entirely and it knows and remembers that you used magic to control it. Once a creature has been the target of unwilling guardian, it can't be targeted with this spell again for 24 hours if cast by the same spellcaster.

", "descriptor" : "compulsion, mind-affecting", "level" : "5", "area" : null, "range" : "close", "spell_resistence" : "yes", "targets" : "one creature with CR lower than your level; see text", "casting_time" : "1 standard action" }, { "area" : null, "range" : "close", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "no", "description_formated" : "

Wall of force creates an invisible wall of pure force. You can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

\r\n

This counts as a force field for effects that can't penetrate a force field. The wall can't move and is not easily destroyed. A wall of force is immune to dispel magic. A greater dispel magic specifically targeting the wall of force can dispel it, but treat the wall of force's caster level as being 5 higher than the actual caster level. A wall of force can be damaged by spells and attacks as normal, but a wall of force has hardness 30 and 300 Hit Points. Disintegrate instantly destroys a wall of force.

\r\n

Breath weapons and spells can't pass through a wall of force in either direction, though dimension door, teleport, and similar effects can bypass the barrier. The wall blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks operate normally through a wall of force.

", "descriptor" : "force", "level" : "5", "name" : "Wall of Force", "duration" : "1 round/level", "components" : " ", "school" : "evocation", "short_description" : "Invisible wall is difficult to destroy.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : "wall with area up to one 10-ft. square/level" }, { "school" : "transmutation", "components" : " ", "duration" : "1 round/level", "name" : "Battle Junkbot", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Create a temporary robot from random junk turning it into a deadly combatant.", "spell_resistence" : "no", "casting_time" : "1 round", "targets" : "at least 1 bulk of inert electronic equipment; see text", "area" : null, "range" : "touch", "level" : "6", "descriptor" : null, "description_formated" : "

You turn a pile of technological junk into a vicious robot that can hunt down and attack your enemies.

\r\n

You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. Creating a battle junkbot also requires one ultra-capacity battery. Casting this spell drains all of the battery's charges.

\r\n

While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with aggression and martial skills. A battle junkbot is Small, its KAC and EAC are each equal to 15 + your technomancer level, it has hardness 15, and it has a number of Hit Points equal to half of your own (but no Stamina Points). It uses your saving throw bonuses when it is the target of spells and other targeted effects. It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. For purposes of spells and effects that target the junkbot, it is treated as a construct with the magical and technological subtypes.

\r\n

The battle junkbot has four hands. It is treated as if it had the Deadly Aim and Improved Combat Maneuver (Bull Rush, Grapple, Trip) feats. It has an attack bonus equal to 6 + your technomancer level; in one hand it wields a special buzzblade dagger that deals 6d8+6 damage instead of its normal damage, and a second hand carries a special light laser pistol that deals 6d6 damage instead of its normal damage. Damage from the junkbot's special weapons counts as magic for the purpose of overcoming damage reduction.

\r\n

You can give new basic commands to your battle junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the robot has made an attack or combat maneuver and whether or not it was successful, as well as when the battle junkbot has been attacked, has taken damage, or is destroyed, but you can perceive nothing else through this basic telepathic link.

\r\n

When the battle junkbot is destroyed or this spell ends, the electronic equipment you used to create the junkbot falls apart into refuse, its circuitry fried beyond anything recognizable. You cannot use this refuse as a target to create another junkbot.

\r\n" }, { "pfclass" : "technomancer", "short_description" : "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.", "effect" : null, "saving_throw" : "Reflex half; see text", "name" : "Chain Surge", "school" : "evocation", "components" : " ", "duration" : "instantaneous", "description_formated" : "

Choose a primary target as well as up to 10 secondary targets within 30 feet of the primary target. The primary target must be carrying or wielding some kind of equipment that uses electricity. This spell causes the primary target's electrical equipment to surge with deadly electricity, which arcs out to strike the secondary targets, dealing 13d12 electricity damage to all targets chosen.

\r\n

If the primary target fails its Reflex save, the spell also shorts out one of that target's electrical items (your choice) for 1 round, meaning the primary target can't use it for that period. If the primary target negates the effect entirely (such as with evasion), the secondary targets also suffer no effects.

\r\n", "level" : "6", "descriptor" : "electricity", "area" : null, "range" : "long", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one primary target and up to 10 secondary targets, no two of which can be more than 30 ft. from the primary target" }, { "duration" : "1 round/level", "school" : "transmutation", "components" : " ", "name" : "Control Gravity", "effect" : null, "saving_throw" : "Fortitude negates; see text", "pfclass" : "technomancer", "short_description" : "Alter gravity in an area.", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "yes", "area" : "up to one 10-ft. cube/2 levels", "range" : "medium", "level" : "6", "descriptor" : null, "description_formated" : "

You can control gravity in an area, causing it to reverse, become zero-g, or become extremely strong. A creature or object within the area that succeeds at its saving throw is unaffected (though if it stays in the area, it must succeed at a new save each round or become affected), but it might still suffer secondary effects (such as an object flying up from reversed gravity, or an object falling upon it when the spell ends). You choose how to have this spell affect gravity when you cast it, and you cannot change it without recasting the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.

\r\n

If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell's area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell's duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction.

\r\n

If you increase gravity in the area, creatures and objects weigh twice as much as normal, move at half speed, can jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by one step (from average to clumsy, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 Acrobatics check to fly to remain in the air.

\r\n

An area of zero-g works like the zero-g environment (see page 402). You can also use this spell to make areas of zero-g, heavy gravity, or light gravity act as normal gravity for the duration (see page 402).

" }, { "short_description" : "Undead creatures follow your commands and don't attack you.", "pfclass" : "technomancer", "saving_throw" : "Will negates", "effect" : null, "name" : "Control Undead", "components" : " ", "school" : "necromancy", "duration" : "1 minute/level", "description_formated" : "

This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. No matter what, the controlled undead do not attack you. At the end of the spell, the targets revert to their normal behavior.

\r\n

If any of the undead are under the control of a hostile creature, that controlling creature can attempt a Will saving throw (DC = the spell's DC) to negate this spell's effect if the creature failed its initial saving throw. Each undead under the control of another creature grants its controlling creature a separate saving throw to negate the effect for that undead.

\r\n

Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's duration ends.

\r\n", "descriptor" : null, "level" : "6", "area" : null, "range" : "close", "spell_resistence" : "yes", "targets" : "undead creatures with individual CRs no greater than your level + 1 and a total CR no greater than twice your level, no two of which can be more than 30 ft. apart", "casting_time" : "1 standard action" }, { "pfclass" : "technomancer", "short_description" : "Disrupts or depowers multiple technological items or constructs.", "effect" : null, "saving_throw" : "Fortitude negates (object)", "name" : "Discharge, Greater", "duration" : "instantaneous", "school" : "abjuration", "components" : " ", "description_formated" : "

This spell functions as discharge, except it can discharge multiple technological objects. You can use it in one of two ways: an area discharge or a targeted discharge.

\r\n

Area Discharge: When used in this way, the spell affects everything within a 20-foot-radius burst. Each creature in the area is affected as though by discharge (affecting only one object in the creature's possession), and each unattended object is similarly affected.

\r\n

Targeted Discharge: If this spell targets a single creature, it can discharge one randomly determined object from the target's charged or electrically powered possessions for every 4 caster levels you have.

", "level" : "6", "descriptor" : null, "range" : "medium", "area" : "one creature or technological object, or a 20-ft.-radius burst", "casting_time" : "1 standard action", "targets" : "one creature or technological object, or a 20-ft.-radius burst", "spell_resistence" : "no" }, { "name" : "Disintegrate", "duration" : "instantaneous", "components" : " ", "school" : "transmutation", "short_description" : "Ray reduces one creature or object to dust.", "pfclass" : "technomancer", "saving_throw" : "Fortitude partial (object)", "effect" : null, "area" : null, "range" : "medium", "targets" : "one creature or object, or up to a 10-ft. cube of nonliving matter", "casting_time" : "1 standard action", "spell_resistence" : "yes", "description_formated" : "

Immense power shoots from your finger, with the potential to disintegrate a target where it stands.

\r\n

When you cast this spell, a thin, green ray springs from your pointing finger. You must make a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit, the target takes 14d20 damage. Any creature reduced to 0 Hit Points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. Only one target is affected per casting of this spell.

\r\n

When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but it does not affect other magical effects that are not an object, creature, or force effect.

\r\n

A creature or object that succeeds at a Fortitude saving throw is partially affected, taking only 4d20 damage. If this damage reduces the creature or object to 0 Hit Points, the target is entirely disintegrated.

", "descriptor" : null, "level" : "6" }, { "spell_resistence" : null, "targets" : null, "casting_time" : "1 standard action", "area" : null, "range" : "personal", "descriptor" : null, "level" : "6", "description_formated" : "

You become ethereal, along with your equipment. For the duration of the spell, you are on the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.

\r\n

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear events and creatures on the Material Plane, but everything looks gray and ephemeral. Sight and hearing on the Material Plane are limited to 60 feet and many kinds of senses (such as blindsense and blindsight) don't work across the planar boundary.

\r\n

Force effects and abjurations affect an ethereal creature normally, but force effects originating on the Ethereal Plane don't affect targets on the Material Plane. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures and objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as you would if you were both on the Material Plane.

\r\n

If you end the spell and become material while inside a material object (such as a solid wall), you are shunted to the nearest open space and take 1d6 damage per 5 feet that you so travel.

\r\nhile ethereal affect only other ethereal things. Certain material creatures and objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as you would if you were both on the Material Plane. If you end the spell and become material while inside a material object (such as a solid wall) you are shunted to the nearest open space and take 1d6 damage per 5 feet that you so travel.

", "components" : " ", "school" : "transmutation", "duration" : "1 round/level", "name" : "Ethereal Jaunt", "saving_throw" : null, "effect" : null, "short_description" : "You become ethereal for 1 round per level.", "pfclass" : "technomancer" }, { "spell_resistence" : "no yes (object)", "casting_time" : "1 standard action", "targets" : "you and touched objects or touched willing or unconscious creatures", "range" : "solar system or plane; see text", "area" : null, "level" : "6", "descriptor" : "teleportation", "description_formated" : "

This spell functions as teleport, except there is no hard range limit and you don't need to have seen your destination. You can teleport to anywhere you are familiar with on the planet you are on while casting the spell, or you can teleport to any other planet in the same solar system. You must have an unambiguous idea of which world you wish to travel to ("the third planet from the sun" is an acceptable destination, but "a habitable world with oceans" is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise, you arrive at a location that would not immediately be life threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.

\r\n

You can also attempt to teleport to planets in different solar systems that you have visited before. This increases the casting time to 1 hour and costs a number of Resolve Points equal to the number of days it would take to reach the planet through Drift travel (assume a base engine with a Drift rating of 1; the GM rolls this randomly, after you begin casting the spell). If you don't have enough Resolve Points, you spend all the Resolve Points you have available and the spell fails.

", "school" : "conjuration", "components" : " ", "duration" : "instantaneous", "name" : "Interplanetary Teleport", "effect" : null, "saving_throw" : "none Will negates (object)", "pfclass" : "technomancer", "short_description" : "Teleport between planets." }, { "level" : "6", "descriptor" : null, "description_formated" : "

This spell functions like invisibility, except the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group can't see one another. Any individual who moves more than 180 feet from the nearest member of the group loses the benefit of this spell. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

", "spell_resistence" : "yes (harmless object)", "casting_time" : "1 standard action", "targets" : "any number of creatures, no two of which can be more than 180 ft. apart", "range" : "long", "area" : null, "effect" : null, "saving_throw" : "Will negates (harmless object) see text", "pfclass" : "technomancer", "short_description" : "Multiple targets are invisible for (CASTERLEVEL) minuts or until one target attacks or moves away from other targets affected by spell.", "school" : "illusion", "components" : " ", "duration" : "1 minute/level", "name" : "Invisibility, Mass" }, { "name" : "Planar Barrier", "components" : " ", "school" : "abjuration", "duration" : "24 hours", "short_description" : "Seal an area against all planar travel into or within it.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : null, "area" : "one 60-ft. cube/level", "range" : "medium", "spell_resistence" : "yes", "targets" : null, "casting_time" : "6 rounds", "description_formated" : "

Planar barrier seals an area against all planar travel into or within it. This includes all teleportation spells, summoning spells, plane shifting, astral travel, and ethereal travel. Such effects simply fail automatically. Starships cannot enter or emerge from Drift travel in an area affected by this spell.

\r\n

Dispel magic does not dispel your planar barrier effect unless the caster level of the creature attempting to dispel it is at least as high as your own. You can't have multiple overlapping planar barrier effects. If planar barrier effects woulds overlap, the more recent effect stops at the boundary of the older effect.

\r\n

A planar barrier can be made permanent with a special ritual, which takes 1 hour and requires materials worth 15,000 credits per 60-foot cube.

\r\n", "descriptor" : null, "level" : "6" }, { "description_formated" : "

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing or unconscious creatures are linked by hand in a circle, as many as eight can be affected by a single casting of plane shift. Arriving at a precise location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane (except for the Drift), though you appear 5 to 500 miles (5d%) from the last place one of the targets (your choice) was located last time that target traveled to that plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as interplanetary teleport, to travel on the new plane. Mystics must have an object attuned to a specific plane or native to that plane in order to use plane shift to travel to a plane. A technomancer requires a planar navigational program for a specific plane in order to travel to that plane with plane shift. Special rituals, jealously hoarded by powerful technomancers and mystics, can allow you to travel to specific locations on the chosen plane, or even to unknown worlds.

", "descriptor" : "teleportation", "level" : "6", "area" : null, "range" : "touch", "targets" : "one creature, or up to eight willing or unconscious creatures", "casting_time" : "1 standard action", "spell_resistence" : "yes", "short_description" : "As many as eight creatures travel to another plane you choose.", "pfclass" : "technomancer", "saving_throw" : "Will negates", "effect" : null, "name" : "Plane Shift", "duration" : "instantaneous", "components" : " ", "school" : "conjuration" }, { "school" : "abjuration", "components" : " ", "duration" : "10 minutes/level", "name" : "Resistant Armor, Greater", "effect" : null, "saving_throw" : "Fortitude negates (harmless)", "pfclass" : "technomancer", "short_description" : "Grant DR 10/- or energy resistance 10 against three energy types.", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "targets" : "one creature wearing armor", "area" : null, "range" : "touch", "level" : "6", "descriptor" : null, "description_formated" : "

This spell functions as lesser resistant armor, but the target and her gear gain DR 10/— or energy resistance 10 that protects against three energy types.

" }, { "effect" : null, "saving_throw" : "Will negates and Fortitude half see text", "pfclass" : "technomancer", "short_description" : "Deal 3d6 damage per round and reducing targets' speed during that time.", "school" : "transmutation", "components" : " ", "duration" : "1 round/level; see text", "name" : "Rewire Flesh, Mass", "level" : "6", "descriptor" : null, "description_formated" : "

This functions as rewire flesh, except as stated above.

", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "up to one living creature/level, no two of which can be more than 30 ft. apart", "area" : null, "range" : "medium" }, { "description_formated" : "

To use shadow walk, you must be in an area of dim light. You and any creature or vehicle you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real.

\r\n

All targets affected must be in direct contact with one another. A Large target counts as two Medium targets, a Huge target counts as four Medium targets, and so forth. Creatures you transport this way can opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if the creatures are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow can attempt a Will saving throw to negate the effect.

\r\n

In the region of shadow, you move at a rate of 200 miles per hour. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 &mult; 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no saving throw).

\r\n

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow (except for the Drift), but this usage requires you to travel across the Plane of Shadow to arrive at a border with another plane of reality, which takes 1d4 hours.

\r\nch takes 1d4 hours.

", "descriptor" : "shadow", "level" : "6", "area" : null, "range" : "touch", "targets" : "up to one Medium creaturesor vehicle/level", "casting_time" : "1 standard action", "spell_resistence" : "yes (object)", "short_description" : "Step into a shadowy realm to travel to a destination rapidly.", "pfclass" : "technomancer", "saving_throw" : "Will negates (object)", "effect" : null, "name" : "Shadow Walk", "duration" : "1 hour/level", "components" : " ", "school" : "illusion" }, { "duration" : "1 round/level", "school" : "illusion", "components" : " ", "name" : "Shadowy Fleet", "effect" : null, "saving_throw" : "Will disbelief and Reflex half see text", "pfclass" : "technomancer", "short_description" : "Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area.", "casting_time" : "1 standard action", "targets" : null, "spell_resistence" : "yes", "area" : "60-ft. radius", "range" : "long", "level" : "6", "descriptor" : "shadow", "description_formated" : "

You create a powerful vision of a fleet of hostile starships overhead that appears to rain fiery laser shots mercilessly at your enemies. The ships appear to be 1,000 feet overhead and target a 60-foot-radius area that you designate on the ground. You can't cast this spell indoors unless you are within a structure that a fleet of starships could believably fit within.

\r\n

Each round this spell is in effect, the starships deal 3d6 piercing damage and 3d6 fire damage to all hostile creatures in the area as the ships appear to shoot lasers at your enemies. If a creature interacts with the illusion (such as by taking damage), it can attempt a Will saving throw to take only half of this damage per round for the remainder of the spell. Regardless of whether a creature disbelieves the illusion, each round it takes damage from this spell, it can attempt a Reflex saving throw to instead take half damage; thus, if a creature that succeeded at its Will saving throw also succeeds at its Reflex save in a given round, it takes one-quarter the spell's damage that round.

" }, { "duration" : "up to 1 round/level", "school" : "evocation", "components" : " ", "name" : "Sympathetic Vibration", "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Deal 2d10 damage per round to freestanding structure.", "casting_time" : "10 minutes", "targets" : "one freestanding structure or vehicle", "spell_resistence" : "yes", "range" : "touch", "area" : null, "level" : "6", "descriptor" : "sonic", "description_formated" : "

By attuning yourself to a freestanding structure or vehicle (this doesn't include starships), you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 sonic damage per round to the target, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise, it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding material dissipates the effect and no damage occurs.

\r\n

Sympathetic vibration can't affect creatures (even if they are constructs).

" }, { "effect" : null, "saving_throw" : "none", "pfclass" : "technomancer", "short_description" : "Alter terrain and climate.", "school" : "transmutation", "components" : " ", "duration" : "1 day/level; see text", "name" : "Terraform", "level" : "6", "descriptor" : null, "description_formated" : "

You alter the area's terrain and climate to a new terrain and climate type appropriate to the planet or plane. For example, you might transform a desert into plains. To cast this spell, you must spend 10 Resolve Points along with technological gear worth 30,000 credits (which is magically augmented to do much of the terraforming, then consumed by the spell). A xenodruid mystic instead uses crystals and incenses worth 30,000 credits. This magically alters the area's climate and normal plants to those appropriate to the new terrain, but it doesn't affect creatures or the configuration of the ground. Transforming rocky hills into forested areas converts grasses into shrubs and small trees, but it doesn't flatten the hills or change the animals to suit the new environment.

\r\n

You can alter the climate by one step (cold, temperate, or warm). The maximum extent of the terrain change is up to the GM, but in general it changes to a similar terrain type or by one step within that terrain type (such as from a typical forest to a forest with massive trees or light undergrowth, from a shallow bog to a deep bog, and so on).

\r\n

Multiple castings of the spell in the same area can create an area with radically different terrain and climate than the surrounding land. The GM can decide that certain terrain shifts are unsustainable and shorten the duration or that some are suitable for the area and extend the duration. This spell could have many secondary effects based on the nature of the change, the type of bordering terrain, and so on; these should be determined by the GM on a case-by-case basis. For example, transforming a desert requires drawing water up from underground to sustain the plants, which could deplete the water table in nearby areas.

\r\n", "spell_resistence" : "no", "casting_time" : "1 hour", "targets" : null, "area" : "100-ft.-radius emanation centered on you", "range" : "100 ft." }, { "name" : "True Seeing", "components" : " ", "school" : "divination", "duration" : "1 minute/level", "short_description" : "Target can see things as they really are.", "pfclass" : "technomancer", "saving_throw" : "Will negates (harmless)", "effect" : null, "range" : "touch", "area" : null, "spell_resistence" : "yes (harmless)", "targets" : "one creature", "casting_time" : "1 standard action", "description_formated" : "

You confer upon the target the ability to see all things within 120 feet as they actually are. The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects that are invisible or displaced, sees through illusions, and sees the true form of changed or transmuted things. Further, the target can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces).

\r\n

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

", "descriptor" : null, "level" : "6" }, { "name" : "Veil", "duration" : "concentration + 1 hour/level", "school" : "illusion", "components" : " ", "pfclass" : "technomancer", "short_description" : "Change appearance of a group of creatures.", "effect" : null, "saving_throw" : "Will negates or disbelief see text", "area" : null, "range" : "long", "casting_time" : "1 standard action", "targets" : "up to one or more creatures, no two of which can be more than 30 ft. apart", "spell_resistence" : "yes see text", "description_formated" : "

You instantly change the appearance of the targets and then maintain that appearance for the spell's duration. You can make the targets appear to be anything you wish. The targets look, feel, and smell just like what the spell makes them resemble. Affected creatures return to their normal appearances if slain. You must succeed at a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus to such a check (since it counts as altering your form).

\r\n

An unwilling target can negate the spell's effect on it by succeeding at a Will saving throw or by relying on spell resistance. Those who interact with the targets can attempt Will saving throws to disbelieve the illusion, but spell resistance doesn't help pierce the illusion.

", "level" : "6", "descriptor" : null }, { "short_description" : "Wall has 45 Hit Points per inch of thickness and hardness 15.", "pfclass" : "technomancer", "saving_throw" : "none", "effect" : "steel wall with area up to one 5-ft. square/level; see text", "name" : "Wall of Steel", "duration" : "instantaneous", "components" : " ", "school" : "conjuration", "description_formated" : "

You cause a flat, vertical steel wall to spring into existence. The stress of casting this spell requires you to spend 1 Resolve Point. The wall can fit into any space of surrounding nonliving material if its area is sufficient to do so. The wall can't be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

\r\n

A wall of steel is 4 inches thick. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has hardness 15 and 45 Hit Points per inch of thickness. A section of wall that is reduced to 0 Hit Points is breached. The DC of the Strength check for a creature to break through the wall with a single attack is 30. The wall is firmly anchored to its surroundings, and it doesn't easily tip over; it can't be summoned into any area where it is likely to fall or collapse.

\r\n

Like any steel wall, this wall is subject to perforation and other natural phenomena, though it doesn't rust or corrode under typical circumstances. The metal created by this spell is not suitable for use in the creation of other objects and can't be sold.

", "descriptor" : "creation", "level" : "6", "area" : null, "range" : "medium", "targets" : null, "casting_time" : "1 standard action", "spell_resistence" : "no" } ]