TEXT: LEVEL
  Abduct
  conjuration
  7
  1 minute
  100 miles
  V, S, M
  1 hour
  
  Material Components: A silver saucer
  This spell teleports a creature within range to 
  your location. An unwilling creature can make 
  a Charisma saving throw to resist this effect. 
  Moreover, you must know the target’s precise 
  location when you cast this spell. If the target is 
  more than 100 feet from its supposed location, 
  it has advantage on its saving throw. If it is 
  more than 500 feet away, the spell fails. On a 
  failed save, the target is placed at a location of 
  your choice within 30 feet of you. You choose if 
  the target is sitting, standing, prone, or bound 
  with nearby restraints. At the end of the spell’s 
  duration, you can choose whether the target 
  remains at your location or is teleported back 
  to the location from which it was abducted.
  Abduct
  conjuration
  LEVEL 7
  1 minute
  100 miles
  V, S, M
  1 hour
  
  Antivirus
  abjuration (ritual)
  LEVEL 1
  1 action
  Touch
  V, S
  24 hours
  
  You ward a device that you touch from digi-
  tal interlopers. For the duration, this device 
  can’t be disabled by magical effects, such 
  as the technical difficulties or logic bomb 
  spells, and it can’t be infected by the N-Vi-
  rus. Additionally, creatures have disadvan-
  tage on Intelligence (Data) checks made to 
  hack this device.
  LEVEL
  Antivirus
  abjuration (ritual)
  1
  1 action
  Touch
  V, S
  24 hours
  
  C 1 hour
  Arcane 
  Anomaly
  abjuration
  LEVEL 1
  1 action
  Self (30-ft. rad)
  V, S, M
  
  You spread cracks in the magical energy that 
  suffuses the multiverse. For the duration, 
  whenever a spell is cast within range, roll a 
  d6. On a 1, the spell casting fails, expending 
  a spell slot as normal, but not consuming 
  expensive material components. 
  LEVEL
  C 1 hour
  Arcane 
  Anomaly
  abjuration
  1
  1 action
  Self (30-ft. rad)
  V, S, M
  
  Arcane 
  Capacitor
  evocation
  LEVEL 6
  1 action
  Touch
  V, S, M
  Instantaneous
  
  At Higher Levels. When you cast this spell 
  using a 7th level spell slot, you instead regain 
  an expended 2nd level spell slot. If you cast it 
  using a 9th level spell slot, you instead regain 
  an expended 3rd level spell slot.
  Material Components: A potato
  You channel a wave of arcane power into 
  your fingertips, but recycle the leftover ener-
  gy into a new spell slot. Make a melee spell 
  attack against a creature you can reach. On 
  a hit, the target takes 5d10 force damage. 
  Whether you hit or miss, you then regain 
  one expended 1st-level spell slot.
  LEVEL
  Arcane 
  Capacitor
  evocation
  6
  1 action
  Touch
  V, S, M
  Instantaneous
  
  C
  Asteroid 
  Cluster
  conjuration (mega)
  LEVEL 2
  1 action
  20,000 ft.
  V, S, M
  1 min.
  
  At Higher Levels. When you cast this spell us-
  ing a spell slot of 3rd level or higher, the size of 
  the cube increases by 500 feet and the damage 
  increases by 1d8 mega points for each slot level 
  above 2nd.
  Material Components: A weighted die
  You create a cluster of asteroids that fills 
  a 2,000-foot cube. Each ship and mega 
  creature is slowed in this area; every foot 
  of movement in that space costs one extra 
  foot. Additionally, any mega creature or ship 
  inside the cluster that didn’t take Evasive 
  Maneuvers takes 2d8 mega bludgeoning 
  damage at the beginning of its turn.
  LEVEL
  C
  Asteroid 
  Cluster
  conjuration (mega)
  2
  1 action
  20,000 ft.
  V, S, M
  1 min.
  
  C
  Astrogation
  divination
  LEVEL 7
  1 action
  Self
  V, S, M
  1 min.
  
  Material Components: Rare spices and 
  incense worth at least 100 gp, which the spell 
  consumes
  By burning rare spices and incense, you can 
  briefly determine your course through the 
  universe. If you perform a void jump while 
  this spell is in effect, you automatically make 
  a perfect jump.
  LEVEL
  C
  Astrogation
  divination
  7
  1 action
  Self
  V, S, M
  1 min.
  
  Autopilot
  enchantment (ritual)
  LEVEL 1
  1 action
  Touch
  V, S, M
  1 hour
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, the 
  duration increases to 8 hours.
  Material Components: a quartz crystal
  You touch a spaceship, granting it a limited ability 
  to operate without active control by its crew. For 
  the duration, the ship can make ability checks and 
  saving throws that would be made by its pilot, en-
  gineer, or gunner, even if there is no one in those 
  roles. The ship’s ability scores are treated as being 
  10 for each ability, and it has no proficiencies.
       Additionally, when you cast this spell, you can 
  choose a speed and direction within the ship’s 
  cone of movement for the ship to travel when 
  there is no creature in the Pilot role. The ship 
  moves automatically at the beginning of the 
  initiative order. This automatic movement ends 
  whenever a creature enters the Pilot role.
       A ship can’t be commandeered while it is 
  under the influence of this spell.
  LEVEL
  Autopilot
  enchantment (ritual)
  1
  1 action
  Touch
  V, S, M
  1 hour
  
  CHeat
  divination
  LEVEL 0
  1 bonus action
  Self 
  S, M
  1 round
  
  Material Components: A weighted die
  You subtly twist your fingers and fate seems 
  to follow suit. For the duration, you can 
  reroll any ability check you make to play 
  nonmagical games of skill. Therefore, this 
  spell could influence a game of poker, but 
  not the result of a Deck of Many Things.
  LEVEL
  CHeat
  divination
  0
  1 bonus action
  Self 
  S, M
  1 round
  
  Circuit 
  Breaker
  evocation
  LEVEL 2
  1 reaction
  Self (5-ft. rad)
  V, S
  Instantaneous
  
  Casting Time: 1 reaction, which you take in re-
  sponse to being damaged by a creature within 
  5 feet of you that you can see
  At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, the 
  damage increases by 1d8 for each slot level 
  above 1st.
  You let out a burst of electricity, shocking 
  those nearby and temporarily overloading 
  devices. Each creature within 5 feet of you 
  must make a Dexterity saving throw or take 
  3d8 lightning damage, or half as much on a 
  successful save. Each piece of magical tech-
  nology within range is also disabled until the 
  end of your next turn.
  LEVEL
  Circuit 
  Breaker
  evocation
  2
  1 reaction
  Self (5-ft. rad)
  V, S
  Instantaneous
  
  Comet Strike
  evocation (mega)
  LEVEL 5
  1 action
  15,000 ft.
  V, S, M
  Instantaneous
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 6th level or higher, the cold 
  damage increases by 1d10 mega points for 
  each slot level above 5th.
  Material Components: A weighted die
  You create a chunk of rock and ice that 
  strikes a target within range. The target (or 
  the pilot, if the target is a ship) must make a 
  Dexterity saving throw. If the target is a ship 
  and there is no creature in the Pilot role, the 
  save automatically fails. The target takes 
  4d10 mega bludgeoning damage and 4d10 
  mega cold damage on a failed save, or half 
  as much damage on a successful one.
  LEVEL
  Comet Strike
  evocation (mega)
  5
  1 action
  15,000 ft.
  V, S, M
  Instantaneous
  
  C
  Commandeer 
  Weapon
  enchantment (mega)
  LEVEL 3
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  Material Components: A piece of frosted glass
  Choose a ship weapon mounted on a space-
  ship you can see within range. A gunner 
  operating the weapon must make a Consti-
  tution saving throw. If there is no creature 
  controlling that weapon, the save automati-
  cally fails. On a failed save, you gain control 
  of that weapon for the duration, and can use 
  your action to fire it as if you were a gunner. 
  Meanwhile, no gunner on the target ship can 
  fire the weapon. If a gunner is controlling the 
  commandeered weapon at the end of their 
  turn, they can reattempt the saving throw, 
  ending the effect on a success.
  LEVEL
  C
  Commandeer 
  Weapon
  enchantment (mega)
  3
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  C
  Conjure 
  Hardlight Avatar
  conjuration
  LEVEL 8
  1 minute
  90 ft.
  V, S, M
  15 hours
  
  Material Components: An emerald ring worth 
  30 gp
  You conjure into being all the shimmering gears, pis-
  tons, plates, and motors of a sophisticated hardlight 
  construct. Your choice of a hardlight etherolus or a 
  hardlight juggernautus (see the Dark Matter Monsters 
  chapter for statistics) appears in an unoccupied space 
  within range. The construct disappears when it drops 
  to 0 hit points or when the spell ends.
       Roll initiative for the construct, which has its own 
  turns. As a bonus action, you can mentally command 
  the construct if it is within 500 feet of you. You decide 
  what action the construct will take and where it will 
  move during its next turn, or you can issue a general 
  command, such as to guard a particular chamber or 
  corridor. If you issue no commands, the construct 
  only defends itself against hostile creatures. Once 
  given an order, the construct continues to follow it 
  until its task is complete.
       No magic can restore the construct’s hit points, as 
  hardlight always evaporates away with time.
  LEVEL
  C
  Conjure 
  Hardlight Avatar
  conjuration
  8
  1 minute
  90 ft.
  V, S, M
  15 hours
  
  C
  Conjure 
  Nebula
  conjuration (mega)
  LEVEL 1
  1 action
  5,000 ft.
  V, S
  1 hour
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the 
  radius of the cloud increases by 1,000 feet for 
  each slot level above 1st.
  You create a 1,000-foot radius sphere of gas 
  and dust centered on a point within range. 
  The area of the sphere is heavily obscured.
  LEVEL
  C
  Conjure 
  Nebula
  conjuration (mega)
  1
  1 action
  5,000 ft.
  V, S
  1 hour
  
  C
  Create 
  Vacuum
  conjuration
  LEVEL 3
  1 action
  60 ft.
  V, S, M
  10 min.
  
  Material Components: A bit of kindling
  You create a spherical area nearly devoid of 
  air centered on a point within range for the 
  duration. The sphere can have any radius 
  you choose, up to a maximum of 30 feet. 
  Any creature in the area that breathes air 
  must hold its breath or begin suffocating. 
  If the point you choose is on an object you 
  are holding or one that isn’t being worn or 
  carried, the sphere is centered on the object 
  and moves with it. Airborne substances such 
  as poisonous gas, smoke, or fog can’t enter 
  the sphere, and any such substances already 
  within the sphere’s area are destroyed. If 
  such a substance is created by a spell of a 
  higher level than this one, it is unaffected.
  LEVEL
  C
  Create 
  Vacuum
  conjuration
  3
  1 action
  60 ft.
  V, S, M
  10 min.
  
  Cryptogram
  conjuration
  LEVEL 0
  1 action
  Unlimited
  V, S, M
  Instantaneous
  
  Material Components: A small written mes-
  sage
  You send a small scroll with a short message 
  to a creature of your choice. The recipient 
  must be a creature known to you and also 
  be on the same plane of existence as you. 
  This scroll will hover in front of the recipient, 
  drop into their pocket, or appear sitting on 
  something nearby. The scroll’s message can 
  be up to 8 characters long (spaces count as 
  characters). You can send only one scroll to a 
  single target each day.
  LEVEL
  Cryptogram
  conjuration
  0
  1 action
  Unlimited
  V, S, M
  Instantaneous
  
  C
  Dark Anchor
  abjuration (mega)
  LEVEL 2
  1 action
  5,000 ft.
  V, S
  10 min.
  
  Choose a spaceship you can see within 
  range. The target’s engineer must make a 
  Wisdom saving throw. If there is no creature 
  in that role, the save automatically fails. On 
  a failed save, the target ship can’t initiate a 
  void jump for the duration. If the ship has 
  already initiated a void jump, the jump can’t 
  commence until this spell is ended. If the 
  target’s engineer is at their station and not 
  incapacitated, they can attempt the saving 
  throw again at the end of each of their turns, 
  ending the effect on a success.
  LEVEL
  C
  Dark Anchor
  abjuration (mega)
  2
  1 action
  5,000 ft.
  V, S
  10 min.
  
  Delay
  transmutation
  LEVEL 2
  1 action
  60 ft.
  V, S, M
  Instantaneous
  
  Material Components: An octagonal sign
  You briefly slow time for a creature of your 
  choice that you can see within range. The 
  target must succeed on a Wisdom saving 
  throw or be moved to last place in the ini-
  tiative order from the beginning of the next 
  round onwards.
  LEVEL
  Delay
  transmutation
  2
  1 action
  60 ft.
  V, S, M
  Instantaneous
  
  Destruct
  evocation (mega)
  LEVEL 9
  1 action
  1,000 ft.
  V, S
  Instantaneous
  
  Bringing all your magical powers to bear, 
  you conjure a wave of destructive energy 
  and unleash it at a ship. Make a spell attack 
  roll against a ship you can see within range. 
  On a hit, the ship takes 10d20 + 40 mega 
  force damage.
  LEVEL
  Destruct
  evocation (mega)
  9
  1 action
  1,000 ft.
  V, S
  Instantaneous
  
  Dire Mutation
  transmutation 
  LEVEL 6
  1 action
  10 ft.
  V, S, M
  10 minutes
  
  Material Components: A sample of radium
  You scramble the genetics of a Large or smaller beast (or a 
  summoned creature that has the shape of a beast) within range, 
  transforming it into a hulking abomination. An unwilling beast must 
  succeed on a Constitution saving throw to resist this spell. This 
  spell has no effect on shapechangers or other creatures which are 
  transformed by a spell or other magical effect. On a failed save, 
  the beast becomes a monstrosity and its statistics change in the 
  following ways:
  • The target’s current and maximum hit points increase by 40.
  • The target’s Armor Class increases by 2.
  • The target’s size doubles in all dimensions, and its weight is mul-
  tiplied by eight. This growth increases its size by one category.
  • The target gains the Multiattack trait, allowing it to make two 
  melee weapon attacks. If the target already has this trait, it can 
  attack one additional time on its turn.
  • The target’s attacks can use your spell attack bonus to hit, if it 
  would be higher than their normal attack bonus.
  • The target is hostile to you and your companions, unless it is a 
  creature summoned by you.
  The spell ends and the target reverts to its normal form if it drops 
  to 0 hit points. When the spell ends, the creature’s statistics return 
  to normal and its hit points return to the number it had before 
  being transformed.
  LEVEL
  Dire Mutation
  transmutation 
  6
  1 action
  10 ft.
  V, S, M
  10 minutes
  
  C
  Disruption 
  Field
  abjuration (mega)
  LEVEL 2
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  Material Components: A crystal tuning fork
  You disrupt the flow of energy around one 
  ship you can see within range. The target’s 
  engineer must make a Wisdom saving throw. 
  If there is no creature in that role, the save 
  automatically fails. On a failed save, the tar-
  get’s shield generator is disabled for the du-
  ration. If there is a creature in the Engineer 
  role that isn’t incapacitated, it can attempt 
  the saving throw again at the end of each 
  of their turns, ending the effect on a success.
  LEVEL
  C
  Disruption 
  Field
  abjuration (mega)
  2
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  Eye of Anubis
  necromancy
  LEVEL 0
  1 action
  60 ft.
  M
  Instantaneous
  
  Material Components: A holy symbol
  A beam of tenebrous moonlight streaks from 
  your left eye toward a creature within range. 
  Make a ranged spell attack against the tar-
  get. On a hit, the target takes 1d8 necrotic 
  damage and can’t take the Disengage action 
  until the end of your next turn.
       This spell creates an additional beam and 
  deals more damage at higher levels. At 5th 
  level, you fire a second beam originating 
  from your right eye. Your first beam’s dam-
  age increases by 1d8 (2d8) when you reach 
  11th level, and your second beam’s damage 
  increases by 1d8 (2d8) when you reach 17th 
  level.
  LEVEL
  Eye of Anubis
  necromancy
  0
  1 action
  60 ft.
  M
  Instantaneous
  
  Eye of Ra
  evocation
  LEVEL 0
  1 action
  60 ft.
  M
  Instantaneous
  
  Material Components: A holy symbol
  A beam of furious radiance erupts from your 
  right eye, directed at a creature you can see 
  within range. Make a ranged spell attack 
  against the target. On a hit, the target takes 
  1d8 radiant damage and can’t take the Hide 
  action until the end of your next turn.
       This spell creates an additional beam and 
  deals more damage at higher levels. At 5th 
  level, you fire a second beam originating 
  from your left eye. Your first beam’s dam-
  age increases by 1d8 (2d8) when you reach 
  11th level, and your second beam’s damage 
  increases by 1d8 (2d8) when you reach 17th 
  level.
  LEVEL
  Eye of Ra
  evocation
  0
  1 action
  60 ft.
  M
  Instantaneous
  
  Finger Guns
  evocation
  LEVEL 0
  1 bonus action
  Self
  V, S
  1 min.
  
  You extend your forefinger and thumb, a 
  dangerous gesture mimicking a gun. For the 
  duration, you can use your action to make 
  a spell attack roll against one creature you 
  can see within 60 feet, dealing 1d8 force 
  damage on a hit.
       Your finger gun is considered to be a 
  blaster (but not magical technology) for 
  spells and effects which influence blasters.
       The spell’s damage increases by 1d8 
  when you reach 5th level (2d8), 11th level 
  (3d8), and 17th level (4d8).
  LEVEL
  Finger Guns
  evocation
  0
  1 bonus action
  Self
  V, S
  1 min.
  
  Flawed 
  Reconstruction
  transmutation
  LEVEL 1
  1 action
  Touch
  V, S, M
  Instantaneous
  
  At Higher Levels. When you cast this spell us-
  ing a spell slot of 2nd level or higher, the heal-
  ing and maximum hit point reduction increases 
  by 1d6 for each slot level above 1st.
  Material Components: A needle and thread
  You stitch together the wounds of a willing 
  creature you touch, which regains 4d6 hit 
  points. However, the mending is imperfect, 
  and the target’s maximum hit points is de-
  creased by the same amount until it finishes 
  a long rest. A creature that regains hit points 
  due to this spell will be left with some per-
  manent scars.
  LEVEL
  Flawed 
  Reconstruction
  transmutation
  1
  1 action
  Touch
  V, S, M
  Instantaneous
  
  C
  Geodesic 
  Shield
  conjuration
  LEVEL 2
  1 action
  Touch
  V, S
  10 min.
  
  At Higher Levels. When you cast this spell us-
  ing a spell slot of 3rd level or higher, the dome’s 
  AC increases by 1 and its HP increases by 10 for 
  each slot level above 2nd.
  Translucent, triangular plates of force assem-
  ble to form a 15-foot radius spherical dome 
  around you, centered on a point you touch. 
  The dome contains clean, breathable air, 
  and airborne substances, such as poisonous 
  gas, smoke, or fog can’t penetrate within 
  it. The dome insulates those inside it from 
  extreme temperatures, regardless of the 
  outside environment. Creatures can walk 
  freely into or out of the dome, but the dome 
  blocks ranged attacks, spells, and other 
  effects.
       The dome has AC 10 and 20 HP. The 
  spell ends when the dome is reduced to 0 
  HP.
  LEVEL
  C
  Geodesic 
  Shield
  conjuration
  2
  1 action
  Touch
  V, S
  10 min.
  
  Greater 
  Mending
  transmutation (ritual)
  LEVEL 3
  1 action
  120 ft.
  V, S, M
  Instantaneous
  
  Material Components: Two lodestones
  This spell repairs breaks, tears, and other 
  damage in an object you can see within 
  range, such as a smashed control panel, 
  ripped radiation plating, a corrupted key-
  card, or a jammed turbine. As long as the 
  damaged object is no larger than 10 feet 
  in any dimension, you mend it, leaving no 
  trace of the former damage and restoring 
  it to full working order. Note that this spell 
  can’t restore lost hit points to a damaged 
  ship.
       This spell can repair a magic item or 
  construct as long as the object’s magic was 
  present at the time it was broken. The spell 
  does not, however, restore lost charges.
  LEVEL
  Greater 
  Mending
  transmutation (ritual)
  3
  1 action
  120 ft.
  V, S, M
  Instantaneous
  
  C
  Hack System
  transmutation (mega)
  LEVEL 3
  1 action
  10,000 ft.
  V, S, M
  1 min.
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, you can 
  affect one additional system for each slot level 
  above 3rd.
  Material Components: A crystal lockpick worth 
  at least 25 gp
  Choose a spaceship you can see within 
  range. The target’s engineer must make a 
  Wisdom saving throw. If there is no creature 
  in that role, the save automatically fails. On 
  a failed save, choose two of the target’s sys-
  tems: those systems are disabled for the du-
  ration. If there is a creature in the Engineer 
  role that isn’t incapacitated, it can attempt 
  the saving throw again at the end of each 
  of their turns, ending the effect on a success.
  LEVEL
  C
  Hack System
  transmutation (mega)
  3
  1 action
  10,000 ft.
  V, S, M
  1 min.
  
  Halo of Flame
  evocation
  LEVEL 2
  1 action
  Self (10-ft. rad.)
  V, S
  Instantaneous
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, the 
  damage increases by 1d6 for each slot level 
  above 2nd.
  A ring of flame ignites above your head, and 
  then springs outward, coming to rest in a 
  burning circle. The circle is composed of a 
  5-foot wide line of flame, curving to form a 
  10-foot radius ring around you. Each crea-
  ture you choose within the area must make 
  a Dexterity saving throw. On a failed save, 
  a creature takes 4d6 fire damage, or half as 
  much on a successful save.
  LEVEL
  Halo of Flame
  evocation
  2
  1 action
  Self (10-ft. rad.)
  V, S
  Instantaneous
  
  Hardlight 
  Blaster
  conjuration
  LEVEL 1
  1 action
  10 ft.
  V, S, M
  Instantaneous
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, you deal 
  an additional 1d6 force damage for each slot 
  level above 1st.
  Material Components: An emerald ring worth 
  30 gp
  You wave your hand and conjure a sophis-
  ticated arcane weapon, constructed of 
  brilliant compressed light, which hovers in 
  the air in an unoccupied space within 10 feet 
  of you. The weapon fires a crackling beam 
  of energy at a target you choose within 60 
  feet of it, making a ranged spell attack using 
  your spell attack bonus. The weapon is the 
  point of origin for this attack; therefore, the 
  attack can target a creature that isn’t within 
  your line of sight, as long as it is within the 
  weapon’s line of sight. On a hit, the target 
  takes 3d6 force damage. After this attack, 
  this weapon dissipates.
  LEVEL
  Hardlight 
  Blaster
  conjuration
  1
  1 action
  10 ft.
  V, S, M
  Instantaneous
  
  Hardlight 
  Construction
  conjuration
  LEVEL 3
  1 action
  30 ft.
  V, S, M
  10 minutes
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, its HP 
  increases by 10 per slot level above 3rd. If you 
  cast this spell using a spell slot of 6th level or 
  higher, you can use your action to change the 
  object created into any other object you choose 
  which fits the criteria. Doing so doesn’t restore 
  the object’s HP.
  Material Components: An emerald ring worth 
  30 gp
  You compress waves of light into a solid, shim-
  mering structure composed of hardlight within 
  range. You can create a Huge or smaller object 
  (contained within a 15-foot cube, or 27 connected 
  5-foot cubes) which persists for the duration. For 
  example, you can build a bridge crossing a chasm, 
  a tower to see over a treeline, or a patch for the 
  hull of a starship. This object can’t have moving 
  parts or directly harm anyone. No matter what 
  object you build, it has AC 10 and HP equal to 30 
  + your spellcasting modifier. The object collapses 
  into nothingness and the spell ends if it drops to 
  0 hit points. 
  LEVEL
  Hardlight 
  Construction
  conjuration
  3
  1 action
  30 ft.
  V, S, M
  10 minutes
  
  C
  Hardlight 
  Frame
  conjuration
  LEVEL 5
  1 action
  Self
  V, S, M
  10 min.
  
  At Higher Levels. When you cast this spell us-
  ing a spell slot of 6th level or higher, the tempo-
  rary hit points bestowed by the spell increases 
  by 10 points for each slot level above 5th.
  Material Components: An emerald ring worth 
  30 gp
  Plates of shimmering compressed light swarm your body, land-
  ing in the precise positions to form an intricate suit of power 
  armor. For the duration, you gain the following benefits:
  • Your AC equals 16, if it was lower.
  • You gain 40 temporary hit points. If these temporary hit 
  points are reduced to 0, the spell ends. If any of them 
  remain when the spell ends, they are lost.
  • Your size becomes Large, if it was smaller.
  • You have advantage on Strength checks and saving throws.
  • The armor confers the benefits of a life suit.
  • The armor has two integrated battlefists. You have profi-
  ciency with these weapons. When you attack with them, 
  you make a melee spell attack against a target within 10 
  feet of you. On a hit, the battlefists deal force damage 
  equal to 2d12 + your spellcasting ability modifier.
  • You can attack twice, instead of once, when you take the 
  Attack action on your turn. You ignore this benefit if you 
  already have a feature, like Extra Attack, that gives you 
  extra attacks.
  LEVEL
  C
  Hardlight 
  Frame
  conjuration
  5
  1 action
  Self
  V, S, M
  10 min.
  
  Hardlight 
  Gauntlet
  evocation
  LEVEL 3
  1 action
  Touch
  V, S, M
  Instantaneous
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 5th level or higher, you can 
  make 1 additional attack; the fourth hit deals 
  4d12 force damage. If you cast this spell using 
  a spell slot of 7th level or higher, you make 2 
  additional attacks; the 5th hit deals 5d12 force 
  damage.
  Material Components: An emerald ring worth 
  30 gp
  You conjure a scintillating gauntlet com-
  posed of compressed energy and unleash a 
  barrage of strikes. Make three melee spell 
  attacks against a single target. On the first 
  hit, the target takes 1d12 force damage, on 
  the second hit, it takes 2d12 force damage, 
  and on the third hit, it takes 3d12 force 
  damage.
  LEVEL
  Hardlight 
  Gauntlet
  evocation
  3
  1 action
  Touch
  V, S, M
  Instantaneous
  
  C
  Hardlight 
  Nails
  conjuration
  LEVEL 2
  1 action
  60 ft.
  V, S, M
  10 min.
  
  Material Components: An emerald ring worth 
  30 gp
  Thousands of bright, minuscule spikes of 
  compressed light form in a 10-foot square 
  on a surface you choose within range. This 
  area becomes difficult terrain for the dura-
  tion. When a creature moves within the area, 
  it takes 2d6 force damage for every 5 feet it 
  travels.
       As a reaction when a creature moves in 
  front of the area of spikes, you can cause 
  them to explode outward, peppering the 
  target with spikes and ending the spell. Each 
  creature within 30 feet of the spikes must 
  make a Dexterity saving throw, taking 4d6 
  force damage, or half as much on a success-
  ful save.
  LEVEL
  C
  Hardlight 
  Nails
  conjuration
  2
  1 action
  60 ft.
  V, S, M
  10 min.
  
  Hardlight 
  Needle
  conjuration
  LEVEL 0
  1 action
  60 ft.
  V, S, M
  Instantaneous
  
  Material Components: An emerald ring worth 
  30 gp
  You condense light into a razor-sharp 
  pinpoint that you can effortlessly guide. 
  A target you can see within range takes 3 
  piercing damage.
      This spell’s damage increases by 3 when 
  you reach 5th level (6), 11th level (9), and 
  17th level (12).
  LEVEL
  Hardlight 
  Needle
  conjuration
  0
  1 action
  60 ft.
  V, S, M
  Instantaneous
  
  C
  Hold Ship
  enchantment (mega)
  LEVEL 3
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  Material Components: A small, straight piece 
  of iron
  Choose a spaceship you can see within 
  range. The target’s engineer must make a 
  Wisdom saving throw. If there is no creature 
  in that role, the save automatically fails. On a 
  failed save, the target’s speed and maneu-
  verability are reduced to 0 for the duration, 
  and any weapons mounted on it can’t be 
  fired. If the target’s engineer is at their sta-
  tion and not incapacitated, they can attempt 
  the saving throw again at the end of each 
  of their turns, ending the effect on a success.
  LEVEL
  C
  Hold Ship
  enchantment (mega)
  3
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  C
  Intensify 
  Gravity
  transmutation
  LEVEL 4
  1 action
  100 ft.
  V, S, M
  1 min.
  
  Material Components: A lodestone and iron 
  filings
  This spell intensifies gravity in a 50-foot radius, 
  100-foot high cylinder centered on a point within 
  range. Each creature in this area must spend two 
  feet of movement for every foot moved, including 
  flying, jumping, and climbing movement. This can 
  be combined with difficult terrain to slow move-
  ment to a quarter of normal speed. If a prone 
  creature wishes to stand up, it must succeed on a 
  Strength check against your spell save DC. On a 
  failure, it can’t move at all on its turn.
       Objects in the area, including those being 
  worn or carried, weigh double their usual weight, 
  which may cause creatures to become encum-
  bered or cause load-bearing spells like levitate to 
  fail. Any ranged weapon attacks that pass into, 
  out of, or through the area have disadvantage, 
  and any falling damage dealt within the spell’s 
  area is doubled.
  LEVEL
  C
  Intensify 
  Gravity
  transmutation
  4
  1 action
  100 ft.
  V, S, M
  1 min.
  
  C
  Logic Bomb
  enchantment
  LEVEL 4
  1 action
  30 ft.
  V, S, M
  1 min.
  
  Material Components: A functioning construct 
  core
  Circuits of arcane energy reach out from your finger-
  tips and embed themselves in nearby technology, 
  afflicting everything they touch with a magical virus. 
  Unattended magical technology you choose within 
  range is disabled for the duration. Each creature you 
  choose that is wearing or carrying magical technology 
  (or has embedded or integrated technology on their 
  person) must succeed an Intelligence (Technology) 
  check against your spell save DC at the beginning of 
  each of its turns or be unable to use this technology. 
  On a successful save, the spell ends for this target. 
       Each construct you choose within range must 
  make a Wisdom saving throw. Living constructs, such 
  as vect, make this saving throw with advantage. On 
  a failed save, a construct can’t move and is incapaci-
  tated, even if it would otherwise be immune to being 
  incapacitated, for the duration. At the beginning of 
  each of its turns, an affected construct can repeat this 
  saving throw, ending the effect on itself on a success.
  LEVEL
  C
  Logic Bomb
  enchantment
  4
  1 action
  30 ft.
  V, S, M
  1 min.
  
  Magic Mic
  transmutation
  LEVEL 0
  1 action
  Self
  V, S
  1 min.
  
  You conjure into existence a spectral microphone, 
  which can hover in front of you or be held in one 
  hand. Speaking through the microphone amplifies 
  your voice to a booming level and allows you to 
  distort your voice. This distortion can change your 
  voice’s pitch, cause an echo, make it sound metallic, 
  add a layer of static noise, or any other simple audio 
  effect. It can’t be used to completely duplicate anoth-
  er person’s voice. You can change the mic’s volume 
  and change the nature of the distortion on your turn 
  (no action required). Your voice also projects through 
  radio waves allowing you to be heard on comm sets 
  and communication systems within 10 miles.
       You can use your action to shout into the mic. 
  When you do so, each creature you choose within 10 
  feet of you must make a Constitution saving throw or 
  take 1d4 thunder damage. 
       The spell’s damage increases when you reach 5th 
  level (2d4), 11th level (3d4), and 17th level (4d4).
  LEVEL
  Magic Mic
  transmutation
  0
  1 action
  Self
  V, S
  1 min.
  
  C
  Mega Image
  illusion (mega)
  LEVEL 3
  1 action
  10,000 ft.
  V, S, M
  1 min.
  
  Material Components: A sheep skin
  You create the image of an object, a creature, or some other 
  visible phenomenon that is no larger than a 1,000-foot cube. 
  The image appears at a spot that you can see within range 
  and lasts for the duration. It seems completely real, including 
  sounds, smells, temperatures, and cosmic signals appropri-
  ate to the thing being depicted. You can’t, however, create 
  sufficient heat or cold to cause damage, a sound loud enough 
  to deal thunder damage or deafen a creature, or a smell that 
  might sicken a creature.
       As long as you are within range of the illusion, you can use 
  your action to cause the image to move to any other spot 
  within range. As the image changes location, you can alter 
  its appearance so that its movements appear natural for the 
  image. Similarly, you can cause the image to make different 
  sounds at different times.
       Physical interaction with the image reveals it to be an 
  illusion, because objects pass through it. The image does, 
  however, fool sensor systems. A creature that uses its action 
  to examine the image can determine that it is an illusion with 
  a successful Intelligence (Investigation) check against your 
  spell save DC. If a creature discerns the illusion for what it is, 
  the creature can see through it and the image’s other sensory 
  qualities become faint for that creature.
  LEVEL
  C
  Mega Image
  illusion (mega)
  3
  1 action
  10,000 ft.
  V, S, M
  1 min.
  
  Memorize
  enchantment (ritual)
  LEVEL 1
  1 action
  Touch
  V, S, M
  Instantaneous
  
  Material Components: A page of written text 
  and a length of silver string worth 10 gp, tied in 
  a knot, which the spell consumes
  While casting this spell, your eyes pass over 
  the words on the page, which are commit-
  ted to your memory. For the next year, you 
  exactly remember the details of all informa-
  tion on this page. After that time, you have 
  advantage on all Intelligence checks you 
  make to recall this information.
  LEVEL
  Memorize
  enchantment (ritual)
  1
  1 action
  Touch
  V, S, M
  Instantaneous
  
  Meteoroid 
  Shower
  evocation (mega)
  LEVEL 3
  1 action
  10,000 ft.
  V, S, M
  Instantaneous
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the 
  damage increases by 1d6 mega points for each 
  slot level above 3rd.
  Material Components: A lump of rock
  You create a barrage of asteroids at a point 
  you choose within range. Mega creatures 
  and the pilots of any ships in a 1,000-foot 
  radius centered on that point must make a 
  Dexterity saving throw. If there is no crea-
  ture in that role, the save automatically 
  fails. A target takes 8d6 mega bludgeoning 
  damage on a failed save, or half as much 
  damage on a successful one.
  LEVEL
  Meteoroid 
  Shower
  evocation (mega)
  3
  1 action
  10,000 ft.
  V, S, M
  Instantaneous
  
  C
  Orbital Hardlight 
  Cannon
  conjuration
  LEVEL 9
  1 action
  500 ft.
  V, S, M
  3 rounds
  
  Material Components: An emerald ring worth 
  30 gp
  You focus an aurora of light into an immense hard-
  light construct: an orbital cannon positioned 1 
  mile above your head. The cannon fires a blinding 
  beam of energy, which lands in a 15-foot radius, 
  1-mile high cylinder centered on a point within 
  range.
       When a creature enters the spell’s area for 
  the first time on a turn or starts its turn there, it is 
  scorched by the beam’s energy, and it must make 
  a Dexterity saving throw. It takes 20d10 radiant 
  damage on a failed save, or half as much damage 
  on a successful one. The spell ignites flammable 
  nonmagical objects in the area that aren’t being 
  worn or carried.
       On each of your turns after you cast this spell, 
  you can use an action to move the beam up to 60 
  feet in any direction.
  LEVEL
  C
  Orbital Hardlight 
  Cannon
  conjuration
  9
  1 action
  500 ft.
  V, S, M
  3 rounds
  
  Paradox
  transmutation
  LEVEL 9
  1 action
  60 ft.
  V, S
  Instantaneous
  
  By twisting the flow of time into knots, you 
  cause one action of your choice taken within 
  range within the last round to be undone. 
  Reality then reasserts itself, recoiling from 
  the damage caused by removing an event 
  from time. The direct effects of that action, 
  such as damage dealt by an attack or spell, 
  are undone, but the indirect effects, such 
  as creatures choosing to move to different 
  locations, are not. The creature that took 
  the action takes 10d8 psychic damage, as it 
  copes with its history being modified. 
  LEVEL
  Paradox
  transmutation
  9
  1 action
  60 ft.
  V, S
  Instantaneous
  
  C
  Perception 
  Hack
  illusion
  LEVEL 2
  1 action
  15 ft.
  V, S, M
  1 hour
  
  Material Components: A polished mirror
  This spell filters your presence from the 
  minds of machines. Choose up to five 
  willing creatures of your choice within range. 
  These targets become silent and invisible to 
  constructs. This spell ends for a target that 
  attacks or casts a spell. Living constructs, 
  such as vect, that would see or hear you can 
  make a Wisdom saving throw to resist the 
  effect of this spell. 
  LEVEL
  C
  Perception 
  Hack
  illusion
  2
  1 action
  15 ft.
  V, S, M
  1 hour
  
  C
  Perforating 
  Smite
  evocation
  LEVEL 2
  1 bonus action
  Self
  V
  1 min.
  
  The next time you make an attack with a 
  blaster before this spell ends, the shot is 
  charged with an incredible amount of power. 
  Instead of making an attack roll against a 
  single target, the shot becomes a 5-foot 
  wide line that extends from you out to 
  the weapon’s normal range. Each creature 
  in that line must make a Dexterity saving 
  throw. A creature takes the weapon’s normal 
  damage on a failed save, or half as much 
  damage on a successful one.
  LEVEL
  C
  Perforating 
  Smite
  evocation
  2
  1 bonus action
  Self
  V
  1 min.
  
  C
  Polybrachia
  conjuration
  LEVEL 3
  1 action
  Touch
  V, S, M
  10 min.
  
  Material Components: A pair of armbands
  Two muscular arms consisting of brilliant 
  arcane energy appear on a creature that you 
  touch. These arms are fully functional and 
  can be used to hold weapons and shields 
  (allowing the target to hold 2 two-hand-
  ed weapons, or 4 one-handed weapons), 
  perform somatic components of spells, and 
  perform other actions, though the arms 
  themselves don’t grant the target additional 
  actions. For the duration, the target has ad-
  vantage on Strength (Athletics) checks made 
  using the additional arms. Also, if the arms 
  are used to carry weapons, the target can 
  use a bonus action to make an additional 
  melee weapon attack using the arms.
  LEVEL
  C
  Polybrachia
  conjuration
  3
  1 action
  Touch
  V, S, M
  10 min.
  
  Psychedelics 
  illusion
  LEVEL 1
  1 action
  Self (60-ft. rad)
  V, S, M
  1 hour
  
  Material Components: A mushroom
  For a moment, the colors around you shift 
  in a rainbow swirl, before coming to rest 
  far from their original hues. The colors of 
  all creatures and objects you choose within 
  range change randomly and remain brightly 
  and unnaturally colored for the duration. Ad-
  ditionally, each affected creature you choose 
  must make a Dexterity saving throw. On a 
  failed save, a creature has disadvantage on 
  attack rolls until the end of its next turn.
  LEVEL
  Psychedelics 
  illusion
  1
  1 action
  Self (60-ft. rad)
  V, S, M
  1 hour
  
  C
  Repulsor Ring
  abjuration
  LEVEL 2
  1 action
  5 ft.
  V, S, M
  1 min.
  
  Material Components: A piece of chalk
  You outline a 5-foot diameter circle on the 
  ground, which is warded against intruders. 
  Only creatures you choose can step with-
  in the circle. Any ranged attack roll made 
  against a target within the circle has disad-
  vantage. If a hostile creature makes a melee 
  attack against a target within the circle, the 
  attacker is pushed back 10 feet immediately 
  after the attack.
  LEVEL
  C
  Repulsor Ring
  abjuration
  2
  1 action
  5 ft.
  V, S, M
  1 min.
  
  C
  Rift
  transmutation (mega)
  LEVEL 2
  1 action
  10,000 ft.
  V, S, M
  10 min.
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, the rift’s 
  area expands by 5 panels for each slot level 
  above 2nd.
  Material Components: A pinch of diamond 
  dust
  You tear a rift in space at a point you choose with-
  in range. The rift is composed of 10 panels, each 
  200 feet long, 200 feet wide, and 25 feet thick. 
  These panels can be arranged in any pattern you 
  desire, but each panel must touch another panel 
  and all panels must form a single, continuous wall. 
  You can’t place a panel in a space that is occupied 
  by a creature or object.
       The rift is impassable and blocks line of sight 
  through it. It counts as an object with an AC of 15 
  and 90 mega hit points; the spell ends if the rift 
  drops to 0 hit points.
       If you maintain your concentration on this spell 
  for its entire duration, the rift becomes perma-
  nent, though it can still be dispelled or destroyed. 
  Otherwise, it disappears when the spell ends.
  LEVEL
  C
  Rift
  transmutation (mega)
  2
  1 action
  10,000 ft.
  V, S, M
  10 min.
  
  C
  Scramble 
  Targeting
  enchantment (mega)
  LEVEL 1
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  Material Components: A piece of frosted glass
  Choose a spaceship you can see within 
  range. The target’s gunners must each make 
  a Wisdom saving throw. On a failed save, a 
  gunner has disadvantage on all attack rolls 
  with ship-mounted guns for the duration. As 
  long as a gunner isn’t incapacitated, they 
  can attempt the saving throw again at the 
  end of each of their turns, ending the effect 
  for themselves on a success.
  LEVEL
  C
  Scramble 
  Targeting
  enchantment (mega)
  1
  1 action
  5,000 ft.
  V, S, M
  1 min.
  
  Simulation
  divination
  LEVEL 5
  10 minutes
  Self 
  V, S, M
  Instantaneous
  
  Material Components: A ship’s computer or 
  an arcane terminal
  You create a comprehensive digital simula-
  tion of the next day’s events, granting you 
  insight into a probable future. The GM offers 
  a summary of the likely events of the next 
  24 hours. Because you set the simulation’s 
  parameters based on information you know, 
  the summary doesn’t account for unknown 
  information (such as an ambush awaiting 
  you, or a traitor in your midst) or unlikely 
  events (such as the gain or loss of a compan-
  ion).
  LEVEL
  Simulation
  divination
  5
  10 minutes
  Self 
  V, S, M
  Instantaneous
  
  Splice
  transmutation
  LEVEL 7
  1 action
  60 ft.
  V, S, M
  1 hour
  
  Material Components: A special glass syringe, 
  worth 1,000 gp
  With a pinprick beam of arcana, you steal a sample 
  of genetic information from a target creature you can 
  see within range and bestow that information upon 
  a recipient creature you touch. The donor creature 
  need not be alive or even whole, as long as you 
  target part of a creature that has died within the last 
  10 days. 
       The recipient creature gains any of the following 
  traits from the target creature that you choose: the 
  target’s movement speed and types of movement, all 
  of the target’s damage resistances, the target’s spe-
  cial senses, or one of the target’s special traits, such 
  as a ghast’s Stench trait. If selected, the GM decides 
  which special trait, if any, the recipient gains from the 
  target creature. The recipient doesn’t gain any traits 
  from the creature that do not result from its race or 
  monster statistics. 
       The recipient’s appearance changes to resem-
  ble a hybrid of the target creature and itself. These 
  changes, as well as the traits gained by the recipient 
  creature, last for the duration.
  LEVEL
  Splice
  transmutation
  7
  1 action
  60 ft.
  V, S, M
  1 hour
  
  Technical 
  Difficulties
  transmutation
  LEVEL 1
  1 bonus action
  60 ft.
  V, S, M
  1 min.
  
  Material Components: A bit of frayed wire
  This spell causes lights to flicker, blasters to 
  malfunction, and arcane terminals to crash. 
  Choose a piece of magical technology 
  within range. The device malfunctions in 
  unpredictable ways, such that it is unusable 
  for the duration.
  LEVEL
  Technical 
  Difficulties
  transmutation
  1
  1 bonus action
  60 ft.
  V, S, M
  1 min.
  
  Technomancy
  transmutation
  LEVEL 0
  1 action
  60 ft.
  S
  Instantaneous
  
  With a complex input gesture, you can 
  manipulate a technological device you can 
  see within range. You can use this ability to 
  perform any basic operation on the device, 
  including, but not limited to, pressing an 
  external button, entering a dozen key-
  strokes of data, performing an authorized 
  operation (such as opening an unlocked 
  door), dimming or brightening a screen, or 
  muting a device that has a speaker. You can’t 
  disconnect or reconnect wires, or perform 
  an unauthorized operation, such as crashing 
  a device or changing its password without 
  knowing the original.
  LEVEL
  Technomancy
  transmutation
  0
  1 action
  60 ft.
  S
  Instantaneous
  
  Telaros’s 
  Speedcycle
  conjuration
  LEVEL 4
  1 minute
  30 ft.
  V, S
  1 hour
  
  A Large vehicle with two wheels and holographic circuits 
  appears on the ground in an unoccupied space of your 
  choice within range. The cycle has AC 10 and 10 hit 
  points. It roars to life when its controls are grasped. For 
  the duration, you or a creature you choose can operate 
  the cycle, and one creature can ride as a passenger. The 
  cycle has a speed of 100 feet and can travel 10 miles in 
  an hour.
       Wherever the cycle moves, it leaves behind a brightly 
  chromatic, translucent wall of force behind it. The wall is 
  10 feet high and nothing can physically pass through it. It 
  is immune to all damage, but a 20-foot long portion of it 
  can be destroyed by a dispel magic or disintegrate spell. 
  Portions of the wall that the rider creates by moving the 
  cycle vanish at the end of the rider’s next turn.
      The spell ends if you use an action to dismiss it, if the 
  cycle drops to 0 hit points or more points, or if the cycle 
  collides with its walls or another substantial obstacle. The 
  walls of force vanish when the spell ends. If the spell ends 
  as a result of taking damage or a collision, the rider and 
  passenger both fall prone.
  LEVEL
  Telaros’s 
  Speedcycle
  conjuration
  4
  1 minute
  30 ft.
  V, S
  1 hour
  
  Telaros’s Terrific 
  Transport
  conjuration
  LEVEL 6
  10 minutes
  Touch
  V, S, M
  1 hour
  
  Material Components: A starship’s launch 
  button
  A Huge shuttle with glowing, holographic circuits on 
  its surface appears in front of you. The shuttle has 
  room for 9 Medium creatures (a pilot and eight pas-
  sengers) and can carry up to 2,000 pounds of cargo. 
  The shuttle is enclosed and contains clean, breath-
  able air. It can fly at a speed of 100 feet per round, or 
  up to 1,500 feet per round in a vacuum. The shuttle 
  can carry its passengers into space by flying vertically 
  for 5 minutes on most planets and can enter a plan-
  et’s atmosphere by descending for the same amount 
  of time. The shuttle has life support and sensors, and 
  is designed to dock with larger ships in the same way 
  a fighter-sized ship can.
       The shuttle has AC 10 and 8 mega hit points. The 
  spell ends if the shuttle drops to 0 hit points. When 
  the spell ends, the shuttle gently descends to the 
  ground (if there is a substantial planetoid nearby), 
  giving the passengers time to exit.
  LEVEL
  Telaros’s Terrific 
  Transport
  conjuration
  6
  10 minutes
  Touch
  V, S, M
  1 hour
  
  C
  Turbulence
  evocation (mega)
  LEVEL 1
  1 action
  10,000 ft.
  V, S
  1 min.
  
  Choose a spaceship you can see with-
  in range. The target’s pilot must make a 
  Dexterity saving throw. On a failed save, 
  the ship’s speed is halved for the duration. 
  If there is a creature in the Pilot role that 
  isn’t incapacitated, it can attempt the saving 
  throw again at the end of each of their turns, 
  ending the effect on a success. 
  LEVEL
  C
  Turbulence
  evocation (mega)
  1
  1 action
  10,000 ft.
  V, S
  1 min.
  
  Voidlight
  conjuration
  LEVEL 0
  1 action
  120 ft.
  V, S
  Instantaneous
  
  For the briefest possible instant, you open 
  a portal into the Void, revealing the hideous 
  lights beyond. Choose one creature you can 
  see to make a Constitution saving throw. 
  The target has advantage on this roll if it 
  can’t see you. On a failed save, the target 
  takes 1d8 radiant damage. If you roll an 8 on 
  any damage die, you can roll an additional 
  d8 and add its damage to the total, rolling 
  again if this die is also an 8, and so on. You 
  can roll a total number of damage dice for 
  this cantrip equal to twice the number of 
  damage dice you initially rolled.
       This spell’s damage increases by 1d8 
  when you reach 5th level (2d8), 11th level 
  (3d8), and 17th level (4d8).
  LEVEL
  Voidlight
  conjuration
  0
  1 action
  120 ft.
  V, S
  Instantaneous
  
  Voidwind
  evocation
  LEVEL 3
  1 action
  30 ft.
  V, S
  Instantaneous
  
  At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the initial 
  damage increases by 1d8 for each slot level 
  above 3rd.
  A sudden stream of radiation erupts in a line 60 
  feet long and 10 feet wide. The blast originates 
  from a point you choose which you can see within 
  range and is aimed in a direction you choose. 
  Each creature within the line must make a Dexter-
  ity saving throw. On a failed save, a creature takes 
  4d8 radiant damage, or half as much on a suc-
  cessful save. If you roll an 8 on any damage die, 
  you can roll an additional d8 and add its damage 
  to the total, rolling again if this die is also an 8, 
  and so on. You can roll a total number of damage 
  dice for this spell equal to twice the number of 
  damage dice you initially rolled. Additionally, a 
  creature that failed its saving throw is pushed back 
  by 5 feet for each die which rolled an 8.
  LEVEL
  Voidwind
  evocation
  3
  1 action
  30 ft.
  V, S
  Instantaneous
  
  White Dwarf
  conjuration
  LEVEL 8
  1 action
  1 mile
  V, S, M
  1 hour
  
  Material Components: A pair of spectacles 
  made from darkened glass
  A brilliant 20-foot radius artificial star, complete with its own 
  solar heat and gravitational pull, appears at an unoccupied 
  location you choose within range. When you cast this spell, 
  you can choose any number of creatures to be unaffected by 
  the star while they are further than 30 feet from it.
       Any creature that comes within 120 feet of the star for 
  the first time on a turn or starts its turn there, must make a 
  Constitution saving throw. A creature within 30 feet of the star 
  automatically fails this save. On a failed save, a creature takes 
  4d12 radiant damage, or half as much on a successful save.
       If a creature comes within 30 feet of the star for the first 
  time on a turn or starts its turn there, it must make a Strength 
  saving throw or be pulled 10 feet closer to the star by its grav-
  itational field. Medium or smaller objects weighing less than 
  2,000 pounds in this area that aren’t being worn or carried are 
  pulled into the star. If a creature or object touches the star, 
  it takes 8d12 fire damage plus 8d12 radiant damage and is 
  blinded until the end of its next turn.
       The star sheds bright light in a 1-mile radius sphere and 
  dim light for an additional mile. If any of this star’s bright light 
  overlaps with an area of darkness created by a spell of 8th 
  level or lower, the spell that created the darkness is dispelled.
  LEVEL
  White Dwarf
  conjuration
  8
  1 action
  1 mile
  V, S, M
  1 hour
  
  C
  Worldseek
  divination (ritual)
  LEVEL 1
  1 action
  Self
  V, S, M
  1 hour
  
  Material Components: A spyglass
  This spell reveals the path to the nearest 
  planet to you. For the duration, you know 
  the direction and the distance to the nearest 
  planet, planetoid, or moon. If you cast this 
  spell while you’re on a planet, planetoid, or 
  moon, the spell fails.
  LEVEL
  C
  Worldseek
  divination (ritual)
  1
  1 action
  Self
  V, S, M
  1 hour
  
  Zone of 
  Atmosphere
  conjuration
  LEVEL 2
  1 action
  60 ft.
  V, S, M
  1 hour
  
  Material Components: A glass fish bowl worth 
  10 gp
  You create a spherical area of clean, breath-
  able air centered on a point within range 
  for the duration. The sphere can have any 
  radius you choose to a maximum of 30 feet. 
  If the point you choose is on an object you 
  are holding or one that isn’t being worn or 
  carried, the sphere is centered on the object 
  and moves with it. 
       Airborne substances such as poisonous 
  gas, smoke, or fog can’t enter the sphere, 
  and any such substances already within the 
  sphere’s area are destroyed. If such a sub-
  stance is created by a spell of a higher level 
  than this one, it is unaffected.
       The area’s temperature is comfortable, 
  regardless of the outside environment.
  LEVEL
  Zone of 
  Atmosphere
  conjuration
  2
  1 action
  60 ft.
  V, S, M
  1 hour
  
  DEad Magic Zone
  hazard
  
  Where the edges of space wear thin, the fabric of 
  magic has torn, leaving immense Dead Magic Zones 
  in space where no arcana can exist. These regions 
  behave much like antimagic zones and influence 
  magical technology in the same way as magic items. 
  Additionally, constructs within the zones are para-
  lyzed, even if they would otherwise be immune to this 
  condition. 
       Vect, as living constructs, are not fully disabled 
  within a Dead Magic Zone, but develop stutters 
  in their voices and movement, and gain a level of 
  exhaustion which can’t be removed while they remain 
  in the zone.
       Ships can no longer move, and all their systems 
  and weapons are fully disabled. Thankfully, even 
  void crystals fall inert, or the resulting shutdown of 
  the ship’s Dark Matter engine would be catastrophic. 
  Gnomish technology, which is built on scientific prin-
  ciples, can operate normally in Dead Magic Zones.
  DEad Magic Zone
  hazard
  
  Extreme Temperature
  hazard
  
  Few places in the galaxy are a comfortable temperature 
  for organic life. The Black is an endless icy nothingness, 
  whereas stars are universally scorching hellscapes; the 
  friendly bands between these extremes, where organic 
  life can comfortably exist, are few and far-between. Very 
  hot and very cold terrestrial temperatures generally call 
  for creatures to make Constitution saving throws (the DC 
  varying based upon the temperature) to avoid exhaus-
  tion and other hazards, such as frostbite and sunburns. 
  However, extreme temperatures, such as those found in 
  space, are immediately life threatening.
       At the beginning of its turn, an unprotected creature 
  exposed to extreme cold or extreme heat takes 1d6 cold 
  or fire damage, respectively. If still exposed at the be-
  ginning of its next turn, the creature takes 2d6 damage, 
  and 3d6 damage at the beginning of the turn following 
  that, and so on, up to a maximum of 10d6. Even more 
  extreme temperatures will begin damage with a higher 
  number of damage dice, at the GM’s discretion.
  Extreme Temperature
  hazard
  
  N-Virus
  hazard
  
  If a construct comes in physical contact with a construct infected 
  with the virus or uses an arcane terminal or other device infected 
  with it, it must make a DC 16 Constitution saving throw or become 
  infected. Symptoms are minor at first, consisting of malfunctions 
  and instances of faulty logic, but as the virus moves to dominate 
  the construct’s core, the virus reveals its true nature. The virus 
  intelligently delays its progression, lying dormant for up to 30 days, 
  until more constructs are infected or the infected construct has 
  escaped quarantine. 
       An infected character’s alignment becomes chaotic evil, and it 
  gains the following ideal: “I will spread the N-Virus at all costs.” 
  The GM can take control of the character until the virus is removed. 
       Additionally, an infected construct gains the ability to instill 
  faults within machines, gaining the following trait:
       Innate Spellcasting. The infected construct’s innate spellcasting 
  ability is Intelligence (spell save DC equals 8 + its proficiency 
  bonus + its Intelligence modifier). The construct can innately cast 
  the following spells, requiring no material components:
  At will: technomancy
  3/day each: circuit breaker, perception hack, technical difficulties
       The N-Virus can be prevented with the antivirus spell. It can 
  be cured with the lesser restoration spell while it lays dormant, 
  but once it progresses, it can only be cured with a greater 
  restoration spell, or similar magic, or if the character is killed 
  and returned to life.
  N-Virus
  hazard
  
  Radiation
  hazard
  
  Even brief exposure to hazardous radiation can kill, as 
  evidenced by the bursts of radiant energy produced 
  by blasters, but prolonged exposure can be just as 
  deadly. A creature that spends one minute exposed 
  to radiation must make a DC 15 Constitution saving 
  throw or be poisoned for one hour. While poisoned, 
  the creature’s hit point 
  maximum is decreased by 5. Each subsequent failed 
  saving throw against radiation while the creature 
  is poisoned increases the duration the creature is 
  poisoned by an additional hour and decreases its hit 
  point maximum by an additional 5. If a creature’s hit 
  point maximum is reduced to 0, it dies.
       Lastly, when a creature that has been poisoned 
  due to radiation recovers from being poisoned, roll a 
  d20. On a 1, the creature suffers a severe side effect 
  from the poisoning: an aneurysm or a cancerous 
  growth. The creature’s hit point maximum is halved 
  until it is healed by a greater restoration spell or 
  similar magic.
  Radiation
  hazard
  
  Roach Addiction
  hazard
  
  Long term consumption of Ocoulori Radavitis, 
  also known as “roaches”, is addictive and danger-
  ous. Roaches are sentient and psychic creatures, 
  and their violent deaths gradually wear down the 
  psyche of those who eat them. When a creature 
  consumes a roach, it must make a DC 13 Wisdom 
  saving throw. On a failed save, it becomes addict-
  ed and gains one randomly-determined Indefinite 
  Madness trait. While addicted, it gains a level of 
  exhaustion whenever it goes longer than 7 days 
  without consuming a roach. Each time it fails this 
  Wisdom save, it gains an additional Indefinite 
  Madness trait and the time before exhaustion sets 
  in decreases by 1 day, to a minimum of 1 day. 
  Addiction can be ended by a remove curse spell 
  and its lingering madness traits can be cured by a 
  greater restoration spell or similar magic.
  Roach Addiction
  hazard
  
  Vacuum
  hazard
  
  The vacuum of space is the apex of haz-
  ards; its extreme temperature and complete 
  absence of air are universally lethal. No crea-
  ture can hold its breath in a vacuum. Upon 
  entering a vacuum without a breathing ap-
  paratus, a creature can survive a number of 
  rounds equal to 1 + its Constitution modifier 
  (minimum 2 rounds). At the start of its next 
  turn, it drops to 0 hit points and is dying.
       A creature with a breathing apparatus 
  might still be subject to Extreme Tem-
  perature if it doesn’t have other protective 
  equipment.
       Casting a spell with a verbal component 
  is impossible in a vacuum.
  Vacuum
  hazard
  
  Zero Gravity
  hazard
  
  Whenever a ship loses its life support system 
  while in the Black or someone decides to 
  go on a spacewalk, they experience zero 
  gravity. In zero gravity environments, crea-
  tures and objects hang in the air until they 
  are moved. A creature in zero gravity can 
  move only by pushing or pulling against a 
  fixed object or surface within reach (such as 
  a wall or a ceiling), which allows it to move 
  as if it were climbing. Its speed is otherwise 
  reduced to zero. Once a creature or ob-
  ject is set into motion, it can’t stop moving 
  until it collides with an obstacle. A creature 
  automatically continues its movement at the 
  same speed at the beginning of its turn, and 
  an object set in motion moves with the same 
  speed each round after it was moved.
  Zero Gravity
  hazard
  
  Low Gravity
  hazard
  
  Planetoids, asteroids, and moons with any 
  sort of gravity will have low gravity, which 
  only tenuously draws objects to the surface 
  after allowing them to linger in the air for 
  some time. 
       In low gravity, the weight of all creatures 
  and objects is halved. A creature in low grav-
  ity can jump twice the normal height and 
  distance. Additionally, a creature takes half 
  damage from falling in low gravity.
  Low Gravity
  hazard
  
  High Gravity
  hazard
  
  High gravity conditions are common in the ‘verse, 
  as it is the default environment for large and dense 
  planets, though it also occurs whenever a ship strays 
  too close to a massive object, such as a star or a 
  black hole.
       Each creature in an area of high gravity area must 
  spend two feet of movement for every foot moved, 
  including flying, jumping, and climbing movement. 
  This can be combined with difficult terrain, so that 
  each foot of movement costs three feet. If a prone 
  creature wishes to stand up, it must succeed a DC 12 
  Strength check. On a failure, it can’t move at all on 
  its turn.
       Objects in the area, including those being worn or 
  carried, weigh double their usual weight, which there-
  fore may cause creatures to become encumbered or 
  cause load-bearing spells like levitate to fail. Crea-
  tures and objects take double damage from falling.
  High Gravity
  hazard
  
  Extreme Gravity
  hazard
  
  While high gravity can be tolerated for some 
  time, extreme gravity is outright lethal. 
  Extreme gravity carries all the penalties 
  of high gravity, but a creature makes all 
  Strength and Dexterity ability checks and 
  saving throws with disadvantage. Addition-
  ally, at the beginning of its turn, a creature in 
  extreme gravity takes bludgeoning damage 
  based on its size: a Small creature takes 1d4 
  bludgeoning damage, a Medium creature 
  takes 1d6 bludgeoning damage, a Large 
  creature takes 1d8 bludgeoning damage, 
  a Huge creature takes 1d10 bludgeoning 
  damage, and a Gargantuan creature takes 
  1d12 bludgeoning damage.
  Extreme Gravity
  hazard
  
  STR
  12 (+1)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  12 (+1)
  CHA
  12 (+1)
  Thwirrel
  Tiny beast, unaligned
  12
  2 (1d4)
  30 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  
  Skills Perception +4, Sleight of Hand +5, Stealth +5
  Senses passive Perception 14
  Languages —
  Energy Siphon. See Dark Matter.
  Keen Hearing and Smell. The thwirrel has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Psychic Camouflage. The thwirrel can take the Hide 
  action even when it isn’t in a heavily obscured area. 
  Additionally, when a creature would normally see, hear, 
  touch, or smell a thwirrel, it must make a DC 12 Wisdom 
  saving throw. On a successful save, the creature can per-
  ceive all thwirrels as normal for the next 10 minutes. On a 
  failed save, the creature can’t see, hear, feel, or smell any 
  thwirrels for the same duration. In either case, the saving 
  throw must be repeated every 10 minutes, or until the 
  creature is no longer within visual range of any thwirrels. 
  Creatures with truesight are immune to this trait.
  Thwirrel
  Tiny beast, unaligned
  12
  2 (1d4)
  30 ft.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  STR
  12 (+1)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  12 (+1)
  CHA
  12 (+1)
  
  STR
  7 (−2)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  7 (−2)
  WIS
  9 (−1)
  CHA
  17 (+3)
  Wizmo
  Tiny construct,  
  chaotic neutral
  13
  5 (2d4)
  20 ft., climb 10 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  
  Skills Sleight of Hand +5
  Damage Immunities poison
  Condition Immunities blinded, deafened, ex-
  haustion, paralyzed, petrified, poisoned
  Senses blindsight 10 ft., passive Perception 9
  Languages understands Common but can’t speak
  Scram. Opportunity attacks against the wizmo 
  have disadvantage.
  ACTIONS
  Hijinks. The wizmo pulls a prank on one crea-
  ture it can see within 5 feet, which must make 
  a DC 13 Wisdom saving throw. On a failed 
  save, the creature has disadvantage on the next 
  attack roll or ability check it makes before the 
  end of its turn.
  Wizmo
  Tiny construct,  
  chaotic neutral
  13
  5 (2d4)
  20 ft., climb 10 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  STR
  7 (−2)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  7 (−2)
  WIS
  9 (−1)
  CHA
  17 (+3)
  
  STR
  3 (−4)
  DEX
  15 (+2)
  CON
  8 (−1)
  INT
  1 (−5)
  WIS
  12 (+1)
  CHA
  2 (−4)
  Software 
  bug
  Tiny monstrosity, unaligned
  12
  1 (1d4 − 1)
  10 ft., fly 30 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  
  Senses passive Perception 11
  Languages —
  Antiviral Presence. When a software bug is within 
  a device such as an arcane terminal or a ship’s 
  computer, that device is under the effect of the 
  antivirus spell until the software bug leaves or 
  dies.
  Incorporeal Movement. The software bug can 
  move through other creatures and objects as if 
  they were difficult terrain. It takes 1 force damage 
  if it ends its turn inside an object.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1 lightning damage.
  Software 
  bug
  Tiny monstrosity, unaligned
  12
  1 (1d4 − 1)
  10 ft., fly 30 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  STR
  3 (−4)
  DEX
  15 (+2)
  CON
  8 (−1)
  INT
  1 (−5)
  WIS
  12 (+1)
  CHA
  2 (−4)
  
  STR
  3 (−4)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  12 (+1)
  CHA
  3 (−4)
  Psi-Worm
  Tiny monstrosity,  
  unaligned
  12
  2 (1d4)
  10 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  
  Damage Resistances psychic
  Condition Immunities frightened, prone
  Senses truesight 120 ft., passive Perception 11
  Languages —
  Alien Movement. The psi-worm can writhe more quickly 
  over rough ground, moving 2 feet in difficult terrain for 
  every 1 foot of movement it expends.
  ACTIONS
  Infest. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage. A creature that has been 
  hit by this attack must make a DC 13 Constitution saving 
  throw or be infested by the psi-worm, which crawls within 
  the creature’s body. While infesting a creature, the psi-
  worm can’t be directly damaged or targeted by effects. If 
  the infected creature is willing, it or another creature can 
  use its action to deal 5 piercing or slashing damage to the 
  infected creature, surgically killing the worm inside it. The 
  worm can also be killed by lesser restoration, or any other 
  effect which cures disease. 
       An infested creature takes 2 (1d4) necrotic damage at 
  the start of each of its turns until it dies or the psi-worm is 
  killed. An infested humanoid that dies rises 1 round later 
  as a worm walker.
  Psi-Worm
  Tiny monstrosity,  
  unaligned
  12
  2 (1d4)
  10 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  STR
  3 (−4)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  12 (+1)
  CHA
  3 (−4)
  
  STR
  6 (−2)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  2 (−4)
  WIS
  5 (−3)
  CHA
  1 (−5)
  Mechanical 
  Spider
  Small construct, unaligned
  13
  3 (1d4 + 1)
  20 ft., climb 20 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, 
  deafened, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Death Burst. When a mechanical spider dies, it 
  explodes in a burst of fire. Each creature within 
  5 feet of it must make a DC 13 Dexterity saving 
  throw, taking 7 (2d6) fire damage on a failed save, 
  or half as much damage on a successful one.
  Spider Climb. The mechanical spider can climb 
  difficult surfaces, including upside down on 
  ceilings, without needing to make an ability check.
  ACTIONS
  Carry. The spider can pick up and carry or 
  drop a single object weighing no more than 10 
  pounds.
  Mechanical 
  Spider
  Small construct, unaligned
  13
  3 (1d4 + 1)
  20 ft., climb 20 ft.
  armor class
  hit points
  speed
  challenge
  0 (10 XP)
  STR
  6 (−2)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  2 (−4)
  WIS
  5 (−3)
  CHA
  1 (−5)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dark Matter/Dark Matter Reference Cards.pdf