Spells

NeoTokyo Starter Guide

321 entries

Corrosive Flechette Pulse

2 (Transmutation)

Description

You load a compressed burst of industrial chemical solvent or toxic Sector 17 bio-reagent into your wrist-launcher or biometric focus, firing a glowing stream of flesh-searing polymer at a target.

Mechanics

Make a ranged spell attack. On a hit, the target takes 4d4 Acid damage immediately and 2d4 Acid damage at the end of its next turn as the bio-solvent continues to dissolve armor plating and flesh. On a miss, the chemical splash still deals half of the initial damage (2d4 Acid damage) and no damage at the end of its next turn. At Higher Levels: When cast using a spell slot of 3rd level or higher, the damage increases by 1d4 for both initial and delayed damage for each slot level above 2nd.
VSM(a drop of industrial solvent or a Sector 17 bio-reagent ampoule)
Casting time
1 Action
Duration
Instantaneous
Level
2
Range
90 feet
School
Transmutation

Chem-Solvent Spray

0 (Evocation)

Description

You vent a micro-pressurized stream of corrosive industrial chemical or toxic bio-reagent from a sub-dermal nozzle or wrist emitter toward one or two close targets.

Mechanics

Choose one creature within range, or two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 Acid damage. At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
60 feet
School
Evocation

Bio-Nanite Overclock

2 (Abjuration)

Description

You broadcast an emergency cellular repair protocol that deploys micro-nanites into up to three allies' nervous systems, increasing their physical toughness and sealing minor tissue damage.

Mechanics

Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels: When cast using a spell slot of 3rd level or higher, the targets' hit points increase by an additional 5 for each slot level above 2nd.
VSM(a tiny bio-nanite vial or Hoshi Biodyne medical chip)
Casting time
1 Action
Duration
8 hours
Level
2
Range
30 feet
School
Abjuration

Sensor Perimeter Ping

1 (Abjuration)

Description

You deploy invisible optical laser tripwires and ultrasonic motion-sensor pings across a designated area, alerting your comms feed or HUD the moment an unauthorized signature breaks the perimeter.

Mechanics

Set a point within range and designate an area no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When casting, you can designate creatures that won't trigger the alarm. Choose whether the alarm is Mental (a private wireless ping sent to your neural feed up to 1 mile away) or Audible (a 60-foot piercing electronic klaxon chime).
VSM(a micro-sensor node or optic wire spool)
Casting time
1 Action
Duration
8 hours
Level
1
Range
30 feet (20-foot cube)
School
Abjuration

Aggro Intercept Lock

1 (Divination)

Description

By broadcasting an invasive, high-priority threat ping over open comms channels and spoofing nearby optic HUDs, you force a hostile combatant’s targeting systems and attention to lock onto you. You project your heavily armored frame as the primary tactical threat, drawing their fire away from squishy squadmates and defenseless civilians.

Mechanics

You attempt to compel a creature into a 1-on-1 engagement. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your high-decibel threat override. The target has disadvantage on attack rolls against creatures other than you. The target must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you. If it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends early if: You attack any other creature. You cast a spell/program that targets a hostile creature other than the target. A creature friendly to you damages the target or casts a harmful spell/program on it You end your turn more than 30 feet away from the target.
V
Casting time
1 Bonus Action
Duration
Concentration, up to 1 minute
Level
1
Range
School
Divination

Sub-Dermal Flesh-Craft

2 (Transmutation)

Description

You execute an adaptive bio-reconstruction code or active optical-mesh cloak, altering your physical features, skin pigmentation, or sub-dermal biology on the fly.

Mechanics

You assume a new form. When you cast the spell, choose one of the following options. While the spell lasts, you can use an action to end one option and gain the benefits of a different one: Biometric Spoofing: You alter your physical appearance (facial structure, height, voice modulation, dermal color, hair, sex) to spoof cameras, facial recognition, and human observers. You gain advantage on Deep Fake (Deception) checks to maintain the disguise. Aquatic Adaptive Sub-Dermal: You adapt your body to aquatic environments. You sprout gill-slits or bio-filters that allow you to breathe underwater, and webbed digits that grant a swimming speed equal to your walking speed. High-Frequency Natural Augments: You sprout monomolecular claws, bone-spikes, or high-torque jaw teeth. Your unarmed strikes deal 1d6 Bludgeoning, Piercing, or Slashing damage (your choice), count as magical weapon strikes, and gain a +1 bonus to attack and damage rolls.
VS
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
2
Range
Self
School
Transmutation

Critter Subroutine Override

1 (Enchantment)

Description

You broadcast a pacification pulse or offer conditioned synth-kibble to suppress territorial hostility in a street critter, stray cyber-hound, or low-tier bio-drone.

Mechanics

Choose a beast or bio-drone within range that has an Intelligence score of 3 or lower. The target must succeed on a Wisdom saving throw or be Subliminally Overridden (Charmed) by you for the spell's duration. If you or one of your allies harms the target, the spell instantly ends. At Higher Levels: When cast using a spell slot of 2nd level or higher, you can target one additional beast or bio-drone for each slot level above 1st.
VSM(a morsel of synth-kibble or an optic signal ping)
Casting time
1 Action
Duration
24 hours
Level
1
Range
30 feet
School
Enchantment

Bio-Drone Data Relay

2 (Enchantment)

Description

You upload a brief encrypted message or audio clip into a Tiny street critter, mechanical sparrow, or micro-surveillance drone, routing it to deliver the payload across Neo-Tokyo's vertical layers.

Mechanics

Target a Tiny beast or micro-drone within range. You specify a recipient and a general location. You speak a message of up to 25 words. The target travels toward the destination at a speed of roughly 50 miles per 24 hours for airborne targets or 25 miles per 24 hours for land targets. Upon reaching the target, it broadcasts the message in your voice, then resumes its normal behavior. At Higher Levels: When cast using a spell slot of 3rd level or higher, the duration increases by 48 hours for each slot level above 2nd.
VSM(a micro-data chip or optical tracking tag)
Casting time
1 Action
Duration
24 hours
Level
2
Range
30 feet
School
Enchantment

Bio-Drone Swarm Reconfiguration

8 (Transmutation)

Description

You project a high-density genetic rewrite code or nanite restructuring field into surrounding allies, forcibly mutating their physical frames into apex bio-drones or heavy urban beasts.

Mechanics

Choose any number of willing creatures within range. You transform each target into a Large or smaller beast or bio-drone of Challenge Rating 4 or lower. You can choose different forms for different targets. On subsequent turns, you can use your action to transform affected targets into new beast forms. A target's game statistics are replaced by the chosen beast/bio-drone stat block, though it retains its alignment, personality, Intelligence, Wisdom, and Charisma scores.
VS
Casting time
1 Action
Duration
Concentration, up to 24 hours
Level
8
Range
30 feet
School
Transmutation

Cyber-Corpse Rigging

3 (Necromancy)

Description

You drive sub-dermal servomotors, wiring, and a crude neural governor into a corpse or skeletal frame, animating it into a loyal cyber-zombie or automated skeletal rig.

Mechanics

Target a pile of bones or a humanoid corpse within range. Your spell rewires the remains, animating it as a Skeletal Rig (if targeting bones) or a Cyber-Zombie (if targeting a corpse). On each of your turns, you can use a bonus action to mentally command any construct created by this spell if the creature is within 60 feet. The construct obeys your mental commands for 24 hours. At Higher Levels: When cast using a spell slot of 4th level or higher, you animate or reassert control over two additional constructs for each slot level above 3rd.
VSM(a micro-actuator controller, servomotor rig, or neural override chip)
Casting time
1 minute
Duration
Instantaneous
Level
3
Range
10 feet
School
Necromancy

Automated Hardware Hijack

5 (Transmutation)

Description

You broadcast an explosive wireless override pulse that animates unattached urban hardware—street signs, vending machine panels, discarded engine blocks, or arcade chassis—granting them kinetic levitation and combat routines.

Mechanics

Choose up to ten non-magical, unequipped objects within range that aren't being worn or carried. Each object animates, sprouting hard-light thrusters or kinetic actuators, and becomes a construct under your control until the spell ends. Tiny: 1 object (HP: 20, AC: 18, Atk: +8, 1d4+4 Dmg) Small: 1 object (HP: 25, AC: 16, Atk: +6, 1d8+2 Dmg) Medium: 2 objects (HP: 40, AC: 13, Atk: +5, 2d6+1 Dmg) Large: 4 objects (HP: 50, AC: 10, Atk: +6, 2d10+2 Dmg) Huge: 8 objects (HP: 80, AC: 10, Atk: +8, 2d12+4 Dmg) As a bonus action, you can mentally command any animated object within 120 feet to move and make a slam attack against a target.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
120 feet
School
Transmutation

Bio-Organic Exclusion Field

5 (Abjuration)

Description

You project a high-frequency bio-dispersion field from your sub-dermal harness or focus, creating a 10-foot barrier that repels living organic matter and biological metahumans.

Mechanics

A 10-foot-radius barrier extends from you and moves with you as its center. Living creatures (humanoids, beasts, bio-drones, plant-critters) cannot pass or reach through the barrier. Constructs, Cyber-Zombies, and Skeletal Rigs are unaffected by the field. If a living creature is within 10 feet of you when you cast the spell, the field forces the creature back until it is outside the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell instantly collapses.
VSM(a micro-pulse generator chip or bio-sensor node)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
5
Range
Self (10-foot radius)
School
Abjuration

Null-Mana Damping Dome

8 (Abjuration)

Description

You activate an ultra-high-density frequency dampener that neutralizes all local mana flow, astral energy, matrix magic subroutines, and active spell code within a 10-foot sphere centered on you.

Mechanics

Within the 10-foot sphere, no spells can be cast, active magic and hacks are suppressed, and the magical properties of weapons and cyberware are temporarily disabled. Any active spell or magic effect targeting a creature or area inside the sphere is suppressed while inside it. Magical weapons, focuses, and enchanted cyberware function as mundane equivalents while within the dome. Summoned spirits, sprites, and magical constructs phase out of physical existence while inside the sphere.
VSM(a high-density lead-alloy capacitor or Izanagi Grid damper node)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
8
Range
Self (10-foot-radius sphere)
School
Abjuration

Subliminal Beacon / Repulsion Signal

8 (Enchantment)

Description

You encode an overwhelming subconscious broadcasting frequency or pheromone profile into a location, object, or target, implanting an irresistible neural attraction or psychological terror toward a designated target category.

Mechanics

Target a Huge or smaller object or location, and designate a specific creature type or metahuman heritage. Choose one of the following broadcast modes: Repulsion: Affected targets coming within 120 feet of the beacon must succeed on a Wisdom saving throw or suffer Threat-Lock (Frightened). While frightened, the creature must use its movement on each turn to move as far away from the beacon as possible. Attraction: Affected targets coming within 120 feet of the beacon must succeed on a Wisdom saving throw or suffer Subliminal Override (Charmed). While charmed, the target is compelled to approach the beacon and stay near it.
VSM(a broadcast frequency array or pheromone-infused bio-chip)
Casting time
1 hour
Duration
10 days
Level
8
Range
60 feet
School
Enchantment

Micro-Drone Optical Scanner

4 (Divination)

Description

You deploy an invisible, floating micro-recon drone equipped with thermal optics, night vision, and a live HUD feed linked directly to your optic implants.

Mechanics

You create an invisible, floating optic sensor within range. The sensor has darkvision and thermal optics out to 30 feet, streaming visual and audio feeds directly into your neural HUD. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the sensor can move, but it cannot pass through solid physical barriers. It can pass through small gaps, ventilation grates, and openings as small as 1 inch in diameter.
VSM(a crystal micro-lens or optical sensor head)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
4
Range
30 feet
School
Divination

Hard-Light Power-Glove

5 (Evocation)

Description

You project a Large, glowing hard-light energy gauntlet or hydraulic kinetic force-arm that hovers in mid-air to grapple enemies, crush physical barriers, or shield you from incoming attacks.

Mechanics

You project a Large hard-light gauntlet at an unoccupied space within range. The gauntlet has an AC of 20, Hit Points equal to your maximum Hit Points, a Strength score of 26 (+8), and a Dexterity score of 10 (+0). On the turn you cast it, and as a bonus action on subsequent turns, you can command the gauntlet to perform Clenched Strike (4d12 Force damage), Force Shove, Grasp & Crush (2d6 + spell modifier Force damage), or Aegis Shield (+2 AC half cover). At Higher Levels: When cast using a spell slot of 6th level or higher, Clenched Strike damage increases by 2d12 and Grasp & Crush damage increases by 2d6 for each slot level above 5th.
VSM(an articulated servo-glove or hard-light emitter ring)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
120 feet
School
Evocation

Biometric Firewall Lockout

2 (Abjuration)

Description

You apply an encrypted digital lock and high-density biometric security script onto an entryway, safe door, or computer terminal.

Mechanics

You securely lock a door, window, gate, chest, or digital terminal. You and creatures you designate can open the object normally. You can also set a biometric password or cipher. The DC to break the lock or pick it increases by 10.
VSM(a biometric lock-gel cartridge or encrypted key-card)
Casting time
1 Action
Duration
Until dispelled
Level
2
Range
Touch
School
Abjuration

Monomolecular Energy Blade

7 (Evocation)

Description

You materialize a floating, three-foot-long blade of pure monomolecular plasma and hard-light energy that slices through armor and cyberware.

Mechanics

Create a floating energy blade within range. When the blade appears, you can make a melee spell attack against a target within 5 feet of it. On a hit, the target takes 3d10 Force damage. As a bonus action on your turn, you can move the blade up to 20 feet and repeat the attack.
VSM(a miniature laser lens)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
7
Range
60 feet
School
Evocation

Firmware Signature Mask

2 (Illusion)

Description

You alter the digital signature, magical aura, or cyberware telemetry of an item or target to fool security scanners and spell detectors.

Mechanics

You alter how the target appears to detection spells and security sensors. You can mask an item's magical or technological aura, make a magical item register as mundane, or alter its alignment signature.
VSM(a silk cloth or optic dampening gel)
Casting time
1 Action
Duration
24 hours
Level
2
Range
Touch
School
Illusion

Astral-Net Projection

9 (Necromancy)

Description

You decouple your consciousness and spirit body from your physical form, projecting your soul into the Astral Plane and the deepest layer of the global Matrix grid.

Mechanics

You and up to eight willing creatures project your astral bodies into the Astral Plane. Your physical body falls unconscious and enters stasis. Your astral body possesses your stats and equipment.
VSM(a set of jacinth crystals worth 1,000gp in a silver casing)
Casting time
1 hour
Duration
Special
Level
9
Range
10 feet
School
Necromancy

Predictive Data Analytics

2 (Divination)

Description

You feed real-time atmospheric data, corporate market trends, and probability algorithms into your deck to predict the short-term outcome of a specific action.

Mechanics

You receive an omen from your analytics deck regarding the results of a specific course of action you plan to take within the next 30 minutes: Weal (good), Woe (bad), Weal and Woe (both), or Nothing.
VSM(specially marked digital coins or neural dice)
Casting time
1 minute
Duration
Instantaneous
Level
2
Range
Self
School
Divination

Consciousness Uplink Routine

5 (Transmutation)

Description

You implant a self-aware synthetic soul routine or spirit-code into an un-awakened urban critter, plant, or autonomous drone, granting it sapience.

Mechanics

Target a beast, plant, or construct with an Intelligence of 3 or lower. The target gains an Intelligence score of 10 and the ability to speak one language you know. It is Charmed by you for 30 days.
VSM(an Awakened resin module or KAMI neural chip worth 1,000gp)
Casting time
8 hours
Duration
Instantaneous
Level
5
Range
Touch
School
Transmutation

Subliminal Glitch Injection

1 (Enchantment)

Description

You beam a subtle neural glitch or micro-malware ping into up to three targets, causing optic stutters and muscle twitches that throw off their aim.

Mechanics

Up to three targets within range must make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or saving throw before the spell ends, it must subtract 1d4 from the roll. At Higher Levels: You can target one additional creature for each slot level above 1st.
VSM(a drop of corrupted optic fluid)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
1
Range
30 feet
School
Enchantment

Matrix Isolation Quarantine

4 (Abjuration)

Description

You force a target's consciousness or physical form into an isolated, pocket digital quarantine server, removing them from the battlefield.

Mechanics

Target a creature within range. It must succeed on a Charisma saving throw or be banished to a harmless digital quarantine server. While there, the target is Incapacitated. If the target is native to a different plane or digital realm, it returns to its home plane on a failed save.
VSM(an encrypted containment drive)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
60 feet
School
Abjuration

Sub-Dermal Kinetic Weave

2 (Transmutation)

Description

You temporarily harden a target's skin or clothing with flexible carbon-mesh and sub-dermal kinetic plating.

Mechanics

Touch a willing creature who isn't wearing armor. Until the spell ends, the target's skin hardens and its AC cannot be less than 16.
VSM(a patch of hardened reptile scale or Kevlar thread)
Casting time
1 Action
Duration
1 hour
Level
2
Range
Touch
School
Transmutation

High-Priority Signal Broadcast

3 (Abjuration)

Description

You broadcast an uplifting motivational comms feed and trauma-suppression frequency to stabilize allies during intense combat.

Mechanics

For the duration, allies within 30 feet have advantage on Wisdom saving throws and death saving throws, and regain the maximum possible hit points from any healing.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
Self (30-foot radius)
School
Abjuration

Black ICE Corruption Malware

3 (Necromancy)

Description

You touch a creature and upload a malicious Black ICE payload directly into its nerve cluster or cyber-ports.

Mechanics

Touch a target. It must make a Wisdom saving throw. On a failure, choose one effect: disadvantage on ability checks and attack rolls using one attribute; disadvantage on attack rolls against you; or taking 1d8 Necrotic/Psychic damage at the start of its turns.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
Touch
School
Necromancy

High-Voltage Cable Swarm

4 (Conjuration)

Description

Writhing bundles of high-voltage copper cabling and monofilament wires erupt from the ground, grabbing and shocking enemies.

Mechanics

A 20-foot square area within range turns into difficult terrain filled with writhing cables. Creatures starting their turn in the area take 3d6 Bludgeoning/Lightning damage and must make a Dexterity save or be Restrained.
VSM(a piece of copper wire)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
90 feet
School
Conjuration

Hard-Light Razor Grid

6 (Evocation)

Description

You project a massive wall of hard-light razor beams and spinning laser cutters across the field.

Mechanics

You create a wall of razor-sharp energy up to 60 feet long, 20 feet high, and 1 foot thick. Any creature passing through the wall takes 6d10 Slashing/Force damage.
VSM(a small monofilament grid ring)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
6
Range
90 feet
School
Evocation

Neural Precision Boost

1 (Enchantment)

Description

You upload a tactical targeting enhancement into up to three allies, sharpening their focus and reaction speed.

Mechanics

Up to three allies within range add a 1d4 bonus to their attack rolls and saving throws for the duration. At Higher Levels: Target one additional creature for each slot level above 1st.
VSM(a drop of holy oil or focus ping)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
1
Range
30 feet
School
Enchantment

Cellular Decay Beam

4 (Necromancy)

Description

You blast a target with a high-intensity necrotic radiation beam that rots organic tissue and breaks down cellular bonds.

Mechanics

Target a creature within range. It must make a Constitution saving throw, taking 8d8 Necrotic damage on a failure, or half on a success.
VS
Casting time
1 Action
Duration
Instantaneous
Level
4
Range
30 feet
School
Necromancy

Optical Glitch / Acoustic Jammer

2 (Necromancy)

Description

You inject a targeted optic glitch or audio deafening code into a creature's sensory implants or nervous system.

Mechanics

Target a creature within range. It must succeed on a Constitution saving throw or become Blinded or Deafened (your choice) for the duration. It can repeat the save at the end of each turn.
VS
Casting time
1 Action
Duration
1 minute
Level
2
Range
30 feet
School
Necromancy

Phase-Shift Glitch

3 (Transmutation)

Description

Your body rapidly glitters and phase-shifts between physical reality and the local digital grid, making you unpredictable to target.

Mechanics

At the end of your turn, roll a d20. On an 11 or higher, you vanish from your current plane into the Ethereal/Digital Plane. At the start of your next turn, you reappear in an unoccupied space within 10 feet.
VS
Casting time
1 Action
Duration
1 minute
Level
3
Range
Self
School
Transmutation

Holographic Optical Camouflage

2 (Illusion)

Description

You project an active optical camouflage shimmer around your body, blurring your position to observers.

Mechanics

Any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight or can see through illusions.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
Self
School
Illusion

High-Voltage Tracker Strike

2 (Evocation)

Description

Your next weapon hit discharges a surging high-voltage shock and tags the target with a luminous, tracking signal.

Mechanics

The next time you hit a creature with a weapon attack, it takes an extra 2d6 Radiant/Lightning damage and sheds bright light in a 5-foot radius. It cannot become invisible.
V
Casting time
1 Bonus Action
Duration
Concentration, up to 1 minute
Level
2
Range
Self
School
Evocation

Sub-Dermal Flame-Venter

1 (Evocation)

Description

You vent a searing sheet of liquid napalm or superheated plasma in a 15-foot cone from your sub-dermal nozzles.

Mechanics

Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 Fire damage on a failure, or half on a success. At Higher Levels: Damage increases by 1d6 for each slot level above 1st.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
Self (15-foot cone)
School
Evocation

Orbital Plasma Strike

3 (Conjuration)

Description

You ping a satellite or sky-arcology relay to paint a target area, unleashing torrential lightning arcs and plasma bursts.

Mechanics

A storm cloud or orbital target laser forms in a 60-foot cylinder. As an action, you call down a bolt of lightning, dealing 3d10 Lightning damage to creatures in a 5-foot radius on a failed Dexterity save.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
3
Range
150 feet
School
Conjuration

Subliminal Neural Pacifier

2 (Enchantment)

Description

You emit a calming neurological frequency that suppresses intense aggression and adrenaline surges in nearby targets.

Mechanics

Suppress strong emotions in humanoids in a 20-foot sphere. Targets failing a Charisma save lose hostile intentions and immunity to Charm/Frightened.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
60 feet
School
Enchantment

Arc-Discharge Network

6 (Evocation)

Description

You discharge a massive high-voltage arc at a primary target that leaps through up to three secondary targets in a chaining arc.

Mechanics

A bolt of lightning strikes a target within range, dealing 10d8 Lightning damage on a failed Dexterity save. Three secondary bolts jump to targets within 30 feet of the first target.
VSM(a bit of fur and an amber rod)
Casting time
1 Action
Duration
Instantaneous
Level
6
Range
150 feet
School
Evocation

Subliminal Override

1 (Enchantment)

Description

You broadcast a subtle subliminal frequency that makes a target humanoid view you as a trusted friend and ally.

Mechanics

Target a humanoid. It must succeed on a Wisdom saving throw (with advantage if in combat) or be Charmed by you for 1 hour.
VS
Casting time
1 Action
Duration
1 hour
Level
1
Range
30 feet
School
Enchantment

Necrotic Signal Freeze

0 (Necromancy)

Description

You project a ghostly necrotic data feed that grips a target with chilling cold and suppresses its cellular healing.

Mechanics

Make a ranged spell attack. On a hit, the target takes 1d8 Necrotic damage and cannot regain hit points until the start of your next turn.
VS
Casting time
1 Action
Duration
1 round
Level
0
Range
120 feet
School
Necromancy

Bio-Nanite Liquefaction Field

6 (Necromancy)

Description

A wave of flesh-consuming bio-nanites erupts in a 60-foot sphere, liquefying biological matter.

Mechanics

All creatures in a 60-foot-radius sphere must make a Constitution save, taking 8d6 Necrotic damage on a failure, or half on a success.
VSM(a pinch of black dust)
Casting time
1 Action
Duration
Instantaneous
Level
6
Range
500 feet
School
Necromancy

Remote Drone Feeds

3 (Divination)

Description

You deploy an invisible sensor link to remotely view or listen to a familiar location anywhere within range.

Mechanics

Create an invisible sensor at a familiar or described location within 1 mile. You can see or hear through the sensor as if you were present.
VSM(a focus lens)
Casting time
10 minutes
Duration
Concentration, up to 10 minutes
Level
3
Range
1 mile
School
Divination

Replicant Biomass Vats

8 (Necromancy)

Description

You grow an inert, identical replicant clone of a target inside a bio-engineering vat, ready to receive their consciousness upon death.

Mechanics

You grow a duplicate clone body over 120 days. If the original creature dies, its soul/consciousness transfers to the clone body instantly.
VSM(a bio-vat worth 2,000gp and biomass worth 1,000gp)
Casting time
1 hour
Duration
Instantaneous
Level
8
Range
Touch
School
Necromancy

Sector 17 Neuro-Toxin Vapor

5 (Conjuration)

Description

You vent a dense, greenish neuro-toxic gas cloud from Sector 17 that chokes and dissolves living tissue.

Mechanics

Create a 20-foot-radius sphere of yellow-green fog. A creature starting its turn in the fog takes 5d8 Poison damage on a failed Constitution save.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
5
Range
120 feet
School
Conjuration

Strobe Light Flashbang

1 (Illusion)

Description

A sudden burst of multi-colored strobe lasers and flashbang lights blinds surrounding enemies.

Mechanics

Roll 6d10; the total is how many Hit Points of creatures in a 15-foot cone this spell can affect, causing them to become Blinded.
VSM(a drop of phosphorescent gel)
Casting time
1 Action
Duration
1 round
Level
1
Range
Self (15-foot cone)
School
Illusion

Subconscious Neural Override

1 (Enchantment)

Description

You issue a single, authoritative neural command that forces a target to execute a specific 1-word action.

Mechanics

Target a creature. It must succeed on a Wisdom saving throw or follow a 1-word command (e.g. Approach, Drop, Halt, Flee) on its next turn.
V
Casting time
1 Action
Duration
1 round
Level
1
Range
60 feet
School
Enchantment

Deep-Net Matrix Query

5 (Divination)

Description

You contact an extra-dimensional Matrix core or powerful corporate AI to ask up to six direct questions.

Mechanics

Contact a powerful AI or deity to ask up to six questions that can be answered with a yes or no.
VSM(incense and a data chip)
Casting time
1 minute
Duration
1 minute
Level
5
Range
Self
School
Divination

Ley-Line Environmental Ping

5 (Divination)

Description

You ping the local environmental ley lines and urban grid to learn facts about the surrounding district.

Mechanics

Gain knowledge of the surrounding territory up to 3 miles (terrain, water, creatures, threat levels).
VS
Casting time
1 minute
Duration
Instantaneous
Level
5
Range
Self
School
Divination

Universal Neural Translator

1 (Divination)

Description

Your neural interface translates all spoken and written languages, digital codes, and dialects in real time.

Mechanics

You understand the literal meaning of any spoken language you hear or written text you read.
VSM(a soot-covered copper coin)
Casting time
1 Action
Duration
1 hour
Level
1
Range
Self
School
Divination

Behavioral Routing Override

4 (Enchantment)

Description

You force a target creature to move in a specific direction on its turn, overriding its motor controls.

Mechanics

Target a creature. It must succeed on a Wisdom save or use its movement on each turn to move in a direction you specify.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
30 feet
School
Enchantment

Liquid Nitrogen Venter

5 (Evocation)

Description

You blast a massive 60-foot cone of sub-zero liquid nitrogen and cryogenic fog from your vents.

Mechanics

Creatures in a 60-foot cone must make a Constitution save, taking 8d8 Cold damage on a failure, or half on a success.
VSM(a crystal vial)
Casting time
1 Action
Duration
Instantaneous
Level
5
Range
Self (60-foot cone)
School
Evocation

Neural Feedback Loop

4 (Enchantment)

Description

You flood a target's neural network with conflicting sensory data, causing erratic actions and confusion.

Mechanics

Creatures in a 10-foot sphere must make a Wisdom save or act randomly on their turn according to a d10 roll table.
VSM(three nut shells)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
90 feet
School
Enchantment

Bio-Drone Deployment Routine

3 (Conjuration)

Description

You summon a pack of bio-engineered beasts or combat drones to assist you in combat.

Mechanics

Summon beasts/bio-drones of CR 2 or lower (or multiple lower CR beasts) that obey your commands.
VS
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
3
Range
60 feet
School
Conjuration

Astral Entity Manifestation

7 (Conjuration)

Description

You summon an astral spirit-entity or high-tier celestial AI construct to fight by your side.

Mechanics

Summon a celestial or powerful astral spirit of CR 4 or lower that obeys your commands.
VS
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
7
Range
90 feet
School
Conjuration

Elemental Ley-Line Manifestation

5 (Conjuration)

Description

You summon a massive elemental avatar from local ley lines (Fire, Water, Earth, or Air).

Mechanics

Summon an elemental of CR 5 or lower that obeys your verbal commands.
VS
Casting time
1 minute
Duration
Concentration, up to 1 hour
Level
5
Range
90 feet
School
Conjuration

Spirit-Critter Summons

6 (Conjuration)

Description

You summon a high-tier spirit critter or fey-born bio-drone from Kitsune-cho.

Mechanics

Summon a fey/spirit beast of CR 6 or lower that obeys your commands.
VS
Casting time
1 minute
Duration
Concentration, up to 1 hour
Level
6
Range
90 feet
School
Conjuration

Sub-Elemental Micro-Manifestation

4 (Conjuration)

Description

You manifest up to four minor elemental spirits or micro-drones from local power lines.

Mechanics

Summon up to 4 minor elementals of CR 1/2 or lower.
VS
Casting time
1 minute
Duration
Concentration, up to 1 hour
Level
4
Range
90 feet
School
Conjuration

Urban Spirit-Critter Swarm

4 (Conjuration)

Description

You call forth a swarm of urban spirit beasts or micro-drones to harass your enemies.

Mechanics

Summon fey/spirit beasts of CR 2 or lower.
VS
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
4
Range
60 feet
School
Conjuration

Deep Matrix AI Link

5 (Divination)

Description

You link your deck directly to an extra-dimensional AI entity in the deep Matrix to gain profound knowledge.

Mechanics

Make an Intelligence check to ask an extra-dimensional entity 5 questions. On a failed save, suffer psychic damage and insanity.
V
Casting time
1 minute
Duration
Instantaneous
Level
5
Range
Self
School
Divination

Cyber-Infection Protocol

5 (Necromancy)

Description

You infect a target with a virulent bio-toxin or hardware-eating flesh virus upon touch.

Mechanics

Make a melee spell attack to infect a target with one of 6 debilitating bio-diseases on a failed Constitution save.
VS
Casting time
1 Action
Duration
7 days
Level
5
Range
Touch
School
Necromancy

Automated Trigger Subroutine

6 (Evocation)

Description

You encode a backup spell script that triggers automatically when specific environmental conditions are met.

Mechanics

Set a trigger condition and cast a 5th-level or lower spell that activates instantly when the condition occurs.
VSM(a platinum statuette worth 1,500gp)
Casting time
10 minutes
Duration
10 days
Level
6
Range
Self
School
Evocation

Hard-Light Perpetual Beacon

2 (Evocation)

Description

You touch an object to create a permanent, heatless hard-light flame or LED beacon.

Mechanics

Touch an object to make it emit bright light in a 20-foot radius permanently without producing heat.
VSM(ruby dust worth 50gp)
Casting time
1 Action
Duration
Until dispelled
Level
2
Range
Touch
School
Evocation

Hydro-Pump Regulation

4 (Transmutation)

Description

You manipulate water currents, flood levels, or hydro-pumps in a 100-foot area.

Mechanics

Control water in a 100-foot cube (Redirect Flow, Part Water, Raise/Lower Water Level, Flood).
VSM(a drop of water and a pinch of dust)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
4
Range
300 feet
School
Transmutation

Atmospheric Arcology Regulator

8 (Transmutation)

Description

You hack into local arcology weather regulators to alter rain, fog, temperature, and wind across a 5-mile area.

Mechanics

Change local weather conditions (temperature, precipitation, wind speed) over an 8-hour period.
VS
Casting time
10 minutes
Duration
Concentration, up to 8 hours
Level
8
Range
Self (5-mile radius)
School
Transmutation

Code-Interrupt Firewall

3 (Abjuration)

Description

You execute an instantaneous firewall ping that interrupts an enemy spell or hack as it is being cast.

Mechanics

Interrupt a spell being cast within 60 feet. Spells of 3rd level or lower automatically fail. Higher level spells require an ability check.
S
Casting time
1 Reaction
Duration
Instantaneous
Level
3
Range
60 feet
School
Abjuration

Synth-Ramen & Hydro-Synthesizer

3 (Conjuration)

Description

You materialize 45 pounds of nourishing synth-ramen and 30 gallons of purified water.

Mechanics

Create 45 pounds of food and 30 gallons of fresh water, enough to sustain up to 15 humanoids for 24 hours.
VS
Casting time
1 Action
Duration
Instantaneous
Level
3
Range
30 feet
School
Conjuration

Atmospheric Moisture Collector

1 (Transmutation)

Description

You create up to 10 gallons of clean water, or drain water from a 10-foot cube.

Mechanics

Create 10 gallons of clean water in an open container, or destroy water in a 10-foot cube.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
30 feet
School
Transmutation

Advanced Cyber-Zombie Fabrication

6 (Necromancy)

Description

You fabricate advanced cyber-zombies, ghoul-cyborgs, or heavy skeletal combat rigs.

Mechanics

Animate up to three corpses as ghouls/cyber-zombies under your control.
VSM(a clay pot filled with grave dirt and black onyx)
Casting time
1 hour
Duration
Instantaneous
Level
6
Range
10 feet
School
Necromancy

Hard-Light Materializer

5 (Illusion)

Description

You materialize non-magical physical objects out of hard-light energy and solid-state data.

Mechanics

Materialize an object of vegetable, mineral, or metallic composition up to a 5-foot cube.
VSM(bits of hard-light glass)
Casting time
1 minute
Duration
Special
Level
5
Range
30 feet
School
Illusion

Rapid Bio-Nanite Patch

1 (Evocation)

Description

You inject a rapid surge of healing bio-nanites into a target to instantly seal wounds.

Mechanics

A creature you touch regains Hit Points equal to 1d8 + your spellcasting ability modifier.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
Touch
School
Evocation

Floating LED Micro-Drones

0 (Evocation)

Description

You deploy up to four glowing LED micro-drones that illuminate dark alleyways.

Mechanics

Create up to 4 torch-sized lights that move at your command.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
0
Range
120 feet
School
Evocation

Optical Smoke & Chaff Spray

2 (Evocation)

Description

You deploy a 15-foot sphere of pitch-black optical smoke and metallic radar-chaff.

Mechanics

Create a 15-foot-radius sphere of magical darkness that blocks vision and darkvision.
VSM(a pinch of soot)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
2
Range
60 feet
School
Evocation

Thermal-Optic Augmentation

2 (Transmutation)

Description

You upgrade a target's optical implants with 60-foot thermal and low-light vision.

Mechanics

Grant a willing target Darkvision out to 60 feet for 8 hours.
VSM(a pinch of dried carrot)
Casting time
1 Action
Duration
8 hours
Level
2
Range
Touch
School
Transmutation

High-Lumen Flare Beacon

3 (Evocation)

Description

You project a 60-foot radius sphere of intense daylight to dispel darkness and optical smoke.

Mechanics

Create bright light in a 60-foot radius that dispels magical darkness of 3rd level or lower.
VS
Casting time
1 Action
Duration
1 hour
Level
3
Range
60 feet
School
Evocation

Emergency Defibrillator Bio-Stasis

4 (Abjuration)

Description

You prime an internal emergency defibrillator that prevents a target from dying when taking lethal damage.

Mechanics

The first time the target would drop to 0 Hit Points, it drops to 1 Hit Point instead.
VSM(a sub-dermal defibrillator chip)
Casting time
1 Action
Duration
8 hours
Level
4
Range
Touch
School
Abjuration

Time-Delayed Plasma Charges

7 (Evocation)

Description

You place a glowing, time-delayed plasma bead that detonates in a massive firestorm.

Mechanics

Create a glowing bead that detonates after 1 minute (or upon command) dealing 12d6 Fire damage in a 20-foot sphere, increasing by 1d6 per round stored.
VSM(a tiny bead of sulfur)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
7
Range
150 feet
School
Evocation

Virtual Data-Vault Construction

8 (Conjuration)

Description

You conjure a doorway into a private extra-dimensional virtual data vault.

Mechanics

Manifest a doorway leading to a 30-foot extra-dimensional room.
VSM(a polished metal key)
Casting time
1 Action
Duration
1 hour
Level
8
Range
60 feet
School
Conjuration

Threat & Malice Scanner

1 (Divination)

Description

Your optics scan the area for extra-dimensional entities, corporate threats, and malice signatures.

Mechanics

Sensing the presence of aberrations, celestials, dragons, elementals, fey, fiends, or undead within 60 feet.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
1
Range
Self
School
Divination

Mana & Signal Scanner

1 (Divination)

Description

Your optics scan for magical code, spell effects, and active signal transmissions.

Mechanics

Sense the presence of magic within 30 feet and learn its school.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
1
Range
Self
School
Divination

Bio-Tox & Pathogen Analyzer

1 (Divination)

Description

Your sensors identify poisons, bio-toxins, and diseases within 30 feet.

Mechanics

Detect and identify poisons, venom, and disease within 30 feet.
VSM(a yew leaf)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
1
Range
Self
School
Divination

Neural Mind Probe

2 (Divination)

Description

You probe a target's neural feed to read surface thoughts or probe deeper memories.

Mechanics

Read surface thoughts of a target, or probe deeper thoughts on a failed Wisdom save.
VSM(a copper piece)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
30 feet
School
Divination

Phase-Shift Teleport

4 (Conjuration)

Description

You phase-shift your physical form through the Matrix grid to teleport up to 500 feet.

Mechanics

Teleport yourself and up to 500 lbs of gear/allies to a location within 500 feet.
V
Casting time
1 Action
Duration
Instantaneous
Level
4
Range
500 feet
School
Conjuration

Holographic Skin-Spoofer

1 (Illusion)

Description

You project a holographic disguise over your clothing and physical appearance.

Mechanics

Change your visual appearance including clothing, armor, and weapons for 1 hour.
VS
Casting time
1 Action
Duration
1 hour
Level
1
Range
Self
School
Illusion

Particle Disassembly Beam

6 (Transmutation)

Description

A green particle-disassembly beam disintegrates target matter into fine dust.

Mechanics

Deals 10d6+40 Force damage on a failed Dexterity save. If this reduces the target to 0 HP, it is disintegrated.
VSM(a pinch of dust)
Casting time
1 Action
Duration
Instantaneous
Level
6
Range
60 feet
School
Transmutation

Malicious Entity Purge

5 (Abjuration)

Description

You purge extra-dimensional entities, possessors, and rogue spirits from a target.

Mechanics

Protect a target from extra-planar creatures, or banish/unpossess a target.
VSM(holy water)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
Touch
School
Abjuration

Code Scrub & Firewall Purge

3 (Abjuration)

Description

You run a purge script that cancels active spell code and hacks on a target.

Mechanics

End spells of 3rd level or lower on a target. Requires an ability check for higher level spells.
VS
Casting time
1 Action
Duration
Instantaneous
Level
3
Range
120 feet
School
Abjuration

Quantum Predictive Analytics

4 (Divination)

Description

You execute a deep quantum simulation to gain advice regarding a goal within 7 days.

Mechanics

Receive a truthful advice snippet regarding a specific goal or event within 7 days.
VSM(incense)
Casting time
10 minutes
Duration
Instantaneous
Level
4
Range
Self
School
Divination

High-Voltage Combat Coating

1 (Evocation)

Description

Your weapon attacks deal an extra 1d4 Radiant/Lightning damage.

Mechanics

Your weapon strikes deal an additional 1d4 Radiant damage for the duration.
V
Casting time
1 Bonus Action
Duration
Concentration, up to 1 minute
Level
1
Range
Self
School
Evocation

Subliminal Master Broadcast

7 (Evocation)

Description

You broadcast a deafening sonic and neural command that stuns or kills weak targets.

Mechanics

Creatures within 30 feet take effects based on their current HP (deafened, blinded, stunned, or instantly killed).
V
Casting time
1 Action
Duration
Instantaneous
Level
7
Range
30 feet
School
Evocation

Bio-Drone Master Override

4 (Enchantment)

Description

You force a total neural takeover of a beast or bio-drone.

Mechanics

Take total control of a beast on a failed Wisdom save.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
60 feet
School
Enchantment

Neural Core Master Hijack

8 (Enchantment)

Description

You force a total neural takeover of any creature or boss target.

Mechanics

Take total control of any creature on a failed Wisdom save.
VS
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
8
Range
60 feet
School
Enchantment

Subliminal Neural Hijack

5 (Enchantment)

Description

You force a total neural takeover of a humanoid target.

Mechanics

Take total control of a humanoid on a failed Wisdom save.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
60 feet
School
Enchantment

Virtual Reality Simulation Injection

5 (Illusion)

Description

You send a tailored holographic VR dream/nightmare feed to a sleeping target anywhere in Neo-Tokyo.

Mechanics

Inject a virtual reality dream or nightmare into a sleeping target, dealing 3d6 Psychic damage and preventing rest benefits.
VSM(a drop of ink)
Casting time
1 minute
Duration
8 hours
Level
5
Range
Special
School
Illusion

Micro-Ecology Manipulator

0 (Transmutation)

Description

You manipulate minor urban nature effects—blooming cyber-flora, predicting weather, or lighting torches.

Mechanics

Create minor botanical effects, predict local weather, or light small fires.
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
30 feet
School
Transmutation

Seismic Structural Breaker

8 (Evocation)

Description

You trigger intense seismic shockwaves that collapse structures and knock enemies prone in a 100-foot area.

Mechanics

Triggers intense seismic ground tremors in a 100-foot radius, knocking creatures prone and damaging structures.
VSM(a dirt clod)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
8
Range
500 feet
School
Evocation

Ghost-Byte Beam

0 (Evocation)

Description

You fire a crackling beam of raw matrix code and electrical force.

Mechanics

Make a ranged spell attack dealing 1d10 Force damage. Fires additional beams at 5th, 11th, and 17th level.
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
120 feet
School
Evocation

Bio-Algorithmic Overclock

2 (Transmutation)

Description

You overclock a target's physical or mental attribute for 1 hour.

Mechanics

Grant advantage on ability checks for one chosen ability score (STR, DEX, CON, INT, WIS, CHA) plus extra situational perks.
VSM(a piece of fur or muscle)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
2
Range
Touch
School
Transmutation

Nanite Biomass Modifier

2 (Transmutation)

Description

You expand or shrink a target's biomass using nanite density shifts.

Mechanics

Enlarge or reduce a creature's size category by one step, altering its weight and damage rolls (+1d4 or -1d4).
VSM(a pinch of iron powder)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
30 feet
School
Transmutation

High-Tensile Cable Snare

1 (Conjuration)

Description

High-tensile wire snares and carbon vines erupt in a 20-foot square, restraining targets.

Mechanics

Creates difficult terrain in a 20-foot square. Creatures entering must succeed on a Strength save or be Restrained.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
1
Range
90 feet
School
Conjuration

Subliminal Broadcast Hype

2 (Enchantment)

Description

You broadcast a mesmerizing hype track that captivates targets and holds their attention.

Mechanics

Targets failing a Wisdom save have disadvantage on Perception checks to notice anyone other than you.
V
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
60 feet
School
Enchantment

Phase-Shift Infiltration Protocol

7 (Transmutation)

Description

You decouple your physical atoms and digital signature from baseline physical space, shifting into the border zone between the physical world and the Matrix grid.

Mechanics

You enter the border region of the Ethereal / Digital Plane for the duration. You can see and hear the physical plane, but everything looks gray and digital. While phase-shifted, you can move through physical objects and creatures, and can only affect or be affected by other phase-shifted entities.
VSM(a micro-phase capacitor or quantum frequency key)
Casting time
1 Action
Duration
Concentration, up to 8 hours
Level
7
Range
Self
School
Transmutation

Adrenaline Overclock Routine

1 (Transmutation)

Description

You trigger an emergency neural impulse that floods your muscle actuators with high-voltage charge, doubling your movement speed.

Mechanics

When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can take the Dash action.
VS
Casting time
1 Bonus Action
Duration
Concentration, up to 1 minute
Level
1
Range
Self
School
Transmutation

Ocular Cyber-Blight

6 (Necromancy)

Description

Your optics flash with a malicious virus feed that infects a target's brain-computer interface, inflicting gruesome physical and visual glitches.

Mechanics

Target one creature within range. It must succeed on a Constitution saving throw or be affected by one of the following glitches for the duration (your choice): Glitched Optics (Blinded), Terrified System Lockout (Frightened), Neural Tremors (Disadvantage on attacks/checks), or Bio-Drain (takes 2d8 Necrotic damage when it acts).
V
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
6
Range
60 feet
School
Necromancy

Nanite 3D-Fabrication Array

4 (Transmutation)

Description

You deploy industrial nanite swarms to instantly break down scrap materials and 3D-fabricate complex tools, gear, or barricades.

Mechanics

You convert raw materials into a finished product of the same material (e.g. metal scrap into a door or weapon). You cannot fabricate items requiring high-precision microchips unless you supply the electronics.
VSM(raw synth-polymer, metal alloy, or scrap electronics)
Casting time
10 minutes
Duration
Instantaneous
Level
4
Range
Touch
School
Transmutation

Bio-Luminescent Target Marker

1 (Evocation)

Description

You paint a 20-foot cube with a high-visibility holographic laser grid and bio-luminescent tracking chaff, highlighting hidden targets.

Mechanics

Each object or creature in a 20-foot cube within range must succeed on a Dexterity saving throw or be outlined in glowing neon light. Any attack roll against an outlined target has advantage if the attacker can see it, and affected targets cannot benefit from stealth or invisibility.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
1
Range
60 feet
School
Evocation

Cyber-Hound Security Sentry

6 (Conjuration)

Description

You summon a phantom hard-light cyber-hound that guards a designated perimeter and alerts you to invisible or stealth intruders.

Mechanics

Manifest an invisible cyber-hound guard at a point within range. The hound has True Sight out to 30 feet, darkvision to 60 feet, and can detect stealth or invisible creatures. If an intruder approaches within 30 feet, the hound barks loudly and can bite the target (+8 to hit, 4d8 Piercing damage).
VSM(a silver whistle or biometric beacon tag)
Casting time
1 Action
Duration
8 hours
Level
6
Range
30 feet
School
Conjuration

Bio-Synthetic Cell Injector

1 (Necromancy)

Description

You inject a dose of synthetic blood-platelets and temporary bio-gel, bolstering your physical frame with a buffer of temporary vitality.

Mechanics

You gain 1d4 + 4 temporary hit points for the duration. At Higher Levels: When cast using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st.
VSM(a drop of synthetic blood or Hoshi Biodyne cell ampoule)
Casting time
1 Action
Duration
1 hour
Level
1
Range
Self
School
Necromancy

Neural Terror Feedback

4 (Enchantment)

Description

You broadcast a harrowing psychological panic frequency that projects horrific hallucinations of corporate execution squads directly into enemies' optic nerves.

Mechanics

Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Threat-Locked (Frightened) for the duration. While frightened, a target must take the Dash action and move away from you on each of its turns.
VSM(a shard of cracked optic lens)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
Self (30-foot cone)
School
Enchantment

Kinetic Inertia Dampener

1 (Transmutation)

Description

You activate micro-air-thrusters or sub-dermal gravity dampeners on up to five falling creatures, neutralizing kinetic impact damage.

Mechanics

Choose up to five falling creatures within range. A target's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and lands on its feet.
VSM(a feather or micro-thruster nozzle)
Casting time
1 Reaction
Duration
1 minute
Level
1
Range
60 feet
School
Transmutation

System Code Scrambler

8 (Transmutation)

Description

You execute a permanent neural code scramble that wipes a target's technical aptitude, spell access, and higher cognitive faculties.

Mechanics

Target a creature within range. It must make a Intelligence saving throw. On a failure, the creature's Intelligence and Charisma scores drop to 1. The creature cannot cast spells, activate cyberware, communicate intelligibly, or understand language until cured by a High-Priority System Purge.
VS
Casting time
1 Action
Duration
Instantaneous
Level
8
Range
30 feet
School
Transmutation

Recon Drone Familiar

1 (Conjuration)

Description

You assemble or summon a compact autonomous recon drone or spirit-critter that links to your neural feed and acts as your field scout.

Mechanics

You gain the services of a familiar (a micro-drone or spirit animal). The familiar acts independently, but obeys your commands. As an action, you can see through its optics and hear through its audio sensors up to 100 feet away.
VSM(10gp worth of micro-circuitry and copper wire)
Casting time
1 hour
Duration
Instantaneous
Level
1
Range
10 feet
School
Conjuration

Cyber-Steed Deployment

2 (Conjuration)

Description

You summon an autonomous cybernetic mount or heavy combat bike from a local transport grid.

Mechanics

You summon a loyal, cybernetically enhanced mount (such as a cyber-horse or heavy street bike). The mount has the statistics of a riding horse, warhorse, or camel (or similar vehicle/beast) and serves as a loyal mount in combat.
VS
Casting time
10 minutes
Duration
Instantaneous
Level
2
Range
30 feet
School
Conjuration

GPS Route Algorithm

6 (Divination)

Description

Your deck calculates the optimal physical or digital route to any specified location, bypass, or secret objective in Neo-Tokyo.

Mechanics

Specify a location on the same plane. For the duration, you know the shortest, safest physical route to that destination and automatically bypass natural hazards or navigation dead-ends.
VSM(a set of topo-maps or navigation chip)
Casting time
1 minute
Duration
Concentration, up to 1 day
Level
6
Range
Self
School
Divination

Automated Hazard Sweep

2 (Divination)

Description

Your HUD scans the surrounding 20-foot area for physical booby traps, laser tripwires, pressure plates, and malicious malware.

Mechanics

You sense the presence and nature of any trap within 120 feet that is within line of sight, including mechanical traps, landmines, cyber-glitch tripwires, and security sensors.
VS
Casting time
1 Action
Duration
Instantaneous
Level
2
Range
Self
School
Divination

Bio-Disassembly Neural Beam

7 (Necromancy)

Description

You point your finger and release a jet-black ray of concentrated necrotic radiation that instantly disintegrates organic tissue.

Mechanics

Make a ranged spell attack. On a hit, the target takes 8d12 + 20 Necrotic damage. If this damage reduces the target to 0 Hit Points, its physical body is instantly dissolved into a pile of gray chemical ash.
VS
Casting time
1 Action
Duration
Instantaneous
Level
7
Range
60 feet
School
Necromancy

High-Voltage Plasma Arc

0 (Evocation)

Description

You launch a streak of plasma or high-voltage energy from your palm emitter or firearm focus at a target.

Mechanics

Make a ranged spell attack against a target within range. On a hit, the target takes 1d10 Fire/Lightning damage. Scaling: The damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
120 feet
School
Evocation

Thermal & Reactive Shielding

4 (Evocation)

Description

You envelop your body in a high-voltage plasma barrier or super-cooled cryogenic aura that damages attackers upon physical contact.

Mechanics

Choose Flame Shield (Fire resistance, attackers within 5 feet take 2d8 Fire damage when hitting you in melee) or Cryo Shield (Cold resistance, attackers take 2d8 Cold damage).
VSM(a piece of phosphorus or ice crystal)
Casting time
1 Action
Duration
10 minutes
Level
4
Range
Self
School
Evocation

Orbital Plasma Bombardment

7 (Evocation)

Description

You paint a location with an orbital target laser, calling down a catastrophic column of fire and raw plasma from a sky-arcology weapon platform.

Mechanics

Each creature in a 20-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity save, taking 20d6 Fire/Force damage on a failure, or half on a success.
VSM(a laser target designator pointer)
Casting time
1 Action
Duration
Instantaneous
Level
7
Range
150 feet
School
Evocation

Plasma Detonation Sphere

3 (Evocation)

Description

You launch a glowing thermite-gel bead that detonates into a roaring 20-foot-radius sphere of white-hot plasma fire.

Mechanics

Each creature in a 20-foot-radius sphere centered on a target point must make a Dexterity saving throw, taking 8d6 Fire damage on a failure, or half on a success. At Higher Levels: Damage increases by 1d6 for each slot level above 3rd.
VSM(a tiny ball of thermite gel)
Casting time
1 Action
Duration
Instantaneous
Level
3
Range
150 feet
School
Evocation

Monomolecular Heat Blade

2 (Evocation)

Description

You ignite a three-foot blade of superheated plasma that extends from your wrist focus or hilt.

Mechanics

You evoke a fiery blade in your hand. You can make a melee spell attack with the blade dealing 3d6 Fire damage on a hit. The blade emits bright light in a 10-foot radius.
VSM(a knife handle or optic lens)
Casting time
1 Bonus Action
Duration
Concentration, up to 10 minutes
Level
2
Range
Self
School
Evocation

Orbital Precision Strike

5 (Evocation)

Description

A radiant column of satellite energy and searing plasma slams down from orbit, vaporizing physical structures.

Mechanics

A vertical column of light 10 feet in radius and 40 feet high deals 4d6 Fire damage and 4d6 Radiant damage to creatures failing a Dexterity save.
VSM(a mini-beacon tag)
Casting time
1 Action
Duration
Instantaneous
Level
5
Range
60 feet
School
Evocation

Plasma Geysers

2 (Evocation)

Description

You conjure a floating, super-heated plasma orb that rolls across the battlefield, scorching enemies.

Mechanics

A 5-foot-diameter sphere of fire appears within range. As a bonus action, you can move it up to 30 feet. Creatures touching the sphere take 2d6 Fire damage on a failed Dexterity save.
VSM(a pinch of gunpowder)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
60 feet
School
Evocation

Cybernetic Petrification Virus

6 (Transmutation)

Description

You upload a brutal nano-petrification virus into a creature's bloodstream, turning its organic flesh into solid gray concrete.

Mechanics

Target a creature within range. It must make a Constitution saving throw. On a failure, it is Restrained as its flesh hardens. If it fails three saving throws, it is permanently turned to solid stone/concrete.
VSM(a chip of solid concrete or stone)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
6
Range
60 feet
School
Transmutation

Repulsor Cargo Disk

1 (Conjuration)

Description

You project a floating, horizontal repulsor energy disk that carries heavy gear or wounded allies behind you.

Mechanics

Creates a circular repulsor field 3 feet in diameter that floats 3 feet above the ground. It can hold up to 500 pounds and follows 20 feet behind you.
VSM(a piece of copper wire)
Casting time
1 Action
Duration
1 hour
Level
1
Range
30 feet
School
Conjuration

Repulsor Thruster Flight

3 (Transmutation)

Description

You activate sub-dermal repulsor thrusters or hard-light wings, granting a target high-speed aerial flight.

Mechanics

A willing creature you touch gains a flying speed of 60 feet for the duration.
VSM(a bird feather or micro-jet nozzle)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
3
Range
Touch
School
Transmutation

Acid Fog Chemical Venter

1 (Conjuration)

Description

You deploy a 20-foot-radius sphere of corrosive chemical acid fog and heavy smog that obscures vision and dissolves eyes.

Mechanics

Create a 20-foot-radius sphere of fog that heavily obscures the area. Wind of 10 mph or greater disperses it.
VS
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
1
Range
120 feet
School
Conjuration

District Security Lockdown

6 (Abjuration)

Description

You lock down a building or district perimeter with biometric scanners, laser grids, and automatic turrets.

Mechanics

Ward an area up to 20,000 square feet with security measures (locked doors, fog, web snares, alarm pings).
VSM(500gp of electronic circuitry)
Casting time
10 minutes
Duration
Until dispelled
Level
6
Range
Touch
School
Abjuration

Hard-Light Laser Cage

7 (Evocation)

Description

You project an impenetrable cube or cage of hard-light laser beams around a target.

Mechanics

Traps a target inside an indestructible laser cage or solid box. Spells and physical attacks cannot pass through.
VSM(a ruby dust lens)
Casting time
1 Action
Duration
1 hour
Level
7
Range
100 feet
School
Evocation

Quantum Predictive Reflexes

9 (Divination)

Description

Your deck streams future probability threads directly into your optic HUD, making you immune to surprise and predicting enemy moves.

Mechanics

For the duration, the target cannot be surprised, has advantage on all attack rolls, ability checks, and saving throws, and attackers have disadvantage on attacks against it.
VSM(a hummingbird feather)
Casting time
1 minute
Duration
8 hours
Level
9
Range
Touch
School
Divination

Neural Restraint Override

4 (Abjuration)

Description

You upload an anti-restraint code that renders a target immune to paralysis, mag-cuffs, slow effects, and water drag.

Mechanics

Target creature is immune to paralysis, movement speed reductions, non-magical restraints, and underwater movement penalties.
VSM(a drop of oil)
Casting time
1 Action
Duration
1 hour
Level
4
Range
Touch
School
Abjuration

Cryogenic Blast Sphere

6 (Evocation)

Description

A 60-foot-radius sphere detonates with flash-freezing liquid nitrogen and super-cooled shards of ice.

Mechanics

Deals 10d6 Cold damage to creatures in a 60-foot sphere on a failed Constitution save, or half on a success.
VSM(a glass globe filled with liquid nitrogen)
Casting time
1 Action
Duration
Instantaneous
Level
6
Range
150 feet
School
Evocation

Aerosolized Bio-Gaseous Form

3 (Transmutation)

Description

You convert a willing target's physical biomass into a floating cloud of aerosolized mist and nanites.

Mechanics

Target transforms into a misty cloud with a fly speed of 10 feet, gaining resistance to non-magical damage and immunity to poison.
VSM(a bit of gauze)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
3
Range
Touch
School
Transmutation

Matrix Portal Breach

9 (Conjuration)

Description

You tear open an inter-dimensional Matrix breach linking two distant points or deep server nodes across the globe.

Mechanics

Opens a two-way portal between your location and a specified destination on another plane or distant node.
VSM(a diamond worth 5,000gp)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
9
Range
60 feet
School
Conjuration

Biometric Command Firmware

5 (Enchantment)

Description

You implant a long-term behavioral command chip into a target, forcing it to complete a long-term task.

Mechanics

Implant a command into a target on a failed Wisdom save. The target takes 5d10 Psychic damage each day it acts directly against the command.
V
Casting time
1 Action
Duration
Concentration, up to 30 days
Level
5
Range
60 feet
School
Enchantment

Cryo-Stasis Preservative

2 (Necromancy)

Description

You coat a corpse in cryo-stasis foam, extending the time window for organ harvesting or revival.

Mechanics

Protects a corpse from decay and extends the time limit on resurrecting/reviving the target by 10 days.
VSM(a pinch of salt and a copper piece)
Casting time
1 Action
Duration
10 days
Level
2
Range
Touch
School
Necromancy

Bio-Drone Mutagen Exposure

4 (Transmutation)

Description

You unleash a mutagenic cloud that mutates surrounding street insects into massive bio-drones.

Mechanics

Transforms up to ten centipedes, spiders, or insects into giant variants under your command.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
4
Range
30 feet
School
Transmutation

Subliminal Silver-Tongue Protocol

8 (Enchantment)

Description

Your voice modulation and persuasion algorithms guarantee success in corporate boardroom negotiations.

Mechanics

Whenever you make a Charisma check for the duration, treat a d20 roll of 9 or lower as a 10.
V
Casting time
1 Action
Duration
1 hour
Level
8
Range
Self
School
Enchantment

Null-Mana Damping Barrier

6 (Abjuration)

Description

An impenetrable 10-foot sphere of anti-magic energy isolates you from all incoming spell code and hacks.

Mechanics

Creates an impenetrable 10-foot sphere around you that completely blocks spells of 5th level or lower from entering.
VSM(a glass bead)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
6
Range
Self (10-foot-radius sphere)
School
Abjuration

Mag-Lock Trap / Sensor Glyph

3 (Abjuration)

Description

You etch a hidden digital glyph or explosive mag-trap onto a surface that detonates when triggered.

Mechanics

Inscribe a rune that triggers an explosion (5d8 damage), spell effect, or alarm ping when an unauthorized creature touches it.
VSM(incense and diamond dust worth 200gp)
Casting time
1 hour
Duration
Until dispelled
Level
3
Range
Touch
School
Abjuration

Synth-Berry Nutrient Capsules

1 (Transmutation)

Description

You synthesize up to ten nutrient-dense synth-pills that restore health and satisfy hunger.

Mechanics

Creates up to 10 synth-pills. Eating a pill restores 1 Hit Point and provides nourishment for a full day.
VSM(a sprig of mistletoe)
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
Touch
School
Transmutation

Conductive Friction Lubricant

1 (Conjuration)

Description

You slick a 10-foot square with conductive industrial oil, causing enemies to slip and fall prone.

Mechanics

Slicks a 10-foot square. Creatures walking through must succeed on a Dexterity save or fall Prone.
VSM(a bit of pork rind)
Casting time
1 Action
Duration
1 minute
Level
1
Range
60 feet
School
Conjuration

Hard-Light Thermo-Optic Stealth Cloak

4 (Illusion)

Description

You bend light and thermal signatures around a target, making them completely invisible even when attacking.

Mechanics

Target becomes invisible for the duration. Attacking or casting a spell does not break the invisibility.
VSM(an optic shroud)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
Touch
School
Illusion

Bio-System Purge Script

5 (Abjuration)

Description

You run a deep system purge script that cures diseases, neutralizes toxins, and removes curses/paralysis.

Mechanics

Ends all debilitating conditions, curses, reduced ability scores, or max HP reductions on a target.
VSM(diamond dust worth 100gp)
Casting time
1 Action
Duration
Instantaneous
Level
5
Range
Touch
School
Abjuration

Aegis Hard-Light Sentry

4 (Conjuration)

Description

You manifest a Large hard-light Aegis security sentry that strikes any enemies entering its zone.

Mechanics

Creates a Large hovering sentry. Any enemy moving within 10 feet takes 20 Radiant/Force damage on a failed Dexterity save.
VSM(a holy symbol)
Casting time
1 Action
Duration
8 hours
Level
4
Range
30 feet
School
Conjuration

Arcology Sub-System Wards

6 (Abjuration)

Description

You ward an arcology vault or floor with confusion gas, illusory walls, and mag-locked doors.

Mechanics

Wards an area up to 200 feet square with fog, illusion corridors, and mag-locked doors.
VSM(burning incense)
Casting time
10 minutes
Duration
24 hours
Level
6
Range
Touch
School
Abjuration

Sub-Dermal Targeting Assistant

0 (Divination)

Description

You touch a target and feed targeting telemetry into its HUD, granting a +d4 bonus to its next attack roll.

Mechanics

Target adds a d4 bonus to its next attack roll before the spell ends.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
0
Range
Touch
School
Divination

High-Velocity Gyro-Bolt

1 (Evocation)

Description

A high-velocity smart bolt streak hits a target, dealing damage and granting the next attacker advantage against it.

Mechanics

Make a ranged spell attack dealing 4d6 Radiant/Force damage. The next attack against the target before the end of your next turn has advantage.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
120 feet
School
Evocation

Pneumatic Air-Cannon Blast

2 (Evocation)

Description

A roaring blast of compressed air and pneumatic force knocks down enemies and extinguishes fires.

Mechanics

A 60-foot line of compressed air forces creatures failing a Strength save back 15 feet and knocks them Prone.
VSM(a small fan)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
Self (60-foot line)
School
Evocation

Ley-Line Sacred Ground Sanctification

5 (Evocation)

Description

You sanctify an area up to a 60-foot radius, shielding it from extra-dimensional threats and corporate mages.

Mechanics

Wards a 60-foot area against extra-planar entities and applies custom buff/debuff zones.
VSM(herbs and incense worth 1,000gp)
Casting time
24 hours
Duration
Until dispelled
Level
5
Range
Touch
School
Evocation

Holographic Environmental Simulator

4 (Illusion)

Description

You project a massive holographic terrain simulation over a 150-foot area.

Mechanics

Alters the visual and acoustic appearance of terrain in a 150-foot cube.
VS
Casting time
10 minutes
Duration
24 hours
Level
4
Range
300 feet
School
Illusion

Bio-Cellular Rot Wave

6 (Necromancy)

Description

A wave of necrotic radiation causes organ failure and tissue necrosis in a target.

Mechanics

Target takes 14d6 Necrotic damage on a failed Constitution save, or half on a success.
VS
Casting time
1 Action
Duration
Instantaneous
Level
6
Range
60 feet
School
Necromancy

Synaptic Overclock Stim

3 (Transmutation)

Description

You flood a target's nervous system with hyper-reflex stims, doubling its speed and granting an extra action.

Mechanics

Target's speed is doubled, +2 AC, advantage on Dexterity saves, and gains an extra action on each turn. When it ends, the target suffers lethargy.
VSM(a shaving of licorice root)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
30 feet
School
Transmutation

High-Priority Medical Triage

6 (Evocation)

Description

A massive surge of bio-nanites restores 70 Hit Points to a target and cures all blindness/deafness/diseases.

Mechanics

Target regains 70 Hit Points instantly and is cured of blindness, deafness, and diseases.
V
Casting time
1 Action
Duration
Instantaneous
Level
6
Range
60 feet
School
Evocation

Emergency Nanite Patch

1 (Evocation)

Description

You beam a quick-patch wireless bio-nanite signal to heal a downed ally at range.

Mechanics

Target regains Hit Points equal to 1d4 + your spellcasting ability modifier as a bonus action.
V
Casting time
1 Bonus Action
Duration
Instantaneous
Level
1
Range
60 feet
School
Evocation

Thermal Induction Arc

2 (Transmutation)

Description

You superheat a metal object or weapon held by a target, burning them and forcing them to drop it.

Mechanics

Manufactured metal object glows red-hot, dealing 2d8 Fire damage to any creature touching it.
VSM(a piece of iron wire)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
60 feet
School
Transmutation

High-Voltage Neural Backlash

1 (Evocation)

Description

When damaged by an enemy, you retaliate with an instantaneous high-voltage arc blast.

Mechanics

In reaction to taking damage, attacker takes 2d10 Fire/Lightning damage on a failed Dexterity save.
VS
Casting time
1 Reaction
Duration
Instantaneous
Level
1
Range
60 feet
School
Evocation

Synthesized Executive Feast

6 (Conjuration)

Description

You synthesize a luxurious executive banquet for up to 12 creatures that grants temp HP and immunity to poison/fear.

Mechanics

Feast for 12 creatures grants immunity to poison/fear, max HP increase by 2d10, and advantage on Wisdom saves for 24 hours.
VSM(a gem-encrusted bowl worth 1,000gp)
Casting time
10 minutes
Duration
Instantaneous
Level
6
Range
30 feet
School
Conjuration

Adrenaline Adrenal Overdrive

1 (Abjuration)

Description

You inject a willing target with combat stims that make them immune to fear and grant temporary HP.

Mechanics

Target is immune to Frightened and gains 5 temporary Hit Points at the start of each turn.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
1
Range
Touch
School
Abjuration

Subliminal Neural Hysteria

1 (Enchantment)

Description

You inject a viral laughing glitch into a target's brain, knocking them prone with uncontrollable laughter.

Mechanics

Target falls Prone and is Incapacitated with uncontrollable laughter on a failed Wisdom save.
V
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
1
Range
30 feet
School
Enchantment

Neural System Freeze (Boss)

5 (Enchantment)

Description

You lock down a target creature's motor controls and neural pathways, paralyzing them.

Mechanics

Paralyzes a target creature on a failed Wisdom save. Target repeats save at the end of each turn.
VSM(a small iron straight edge)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
90 feet
School
Enchantment

Neural System Freeze

2 (Enchantment)

Description

You lock down a humanoid's neural pathways, paralyzing them.

Mechanics

Paralyzes a humanoid target on a failed Wisdom save. Target repeats save at the end of each turn.
VSM(a small piece of iron)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
60 feet
School
Enchantment

Aegis Divine Protective Aura

8 (Abjuration)

Description

A blinding halo of hard-light energy grants allies resistance to all damage and advantage on saving throws.

Mechanics

Allies in a 30-foot radius have advantage on all saving throws and attackers have disadvantage on attack rolls against them.
VSM(a tiny reliquary worth 500gp)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
8
Range
Self (30-foot radius)
School
Abjuration

Smart-Link Target Tag

1 (Divination)

Description

You mark a single target with a smart-link lock, dealing an extra 1d6 damage on weapon hits.

Mechanics

Mark a target. Deal an extra 1d6 damage when hitting it with a weapon attack, and gain advantage on tracking checks.
V
Casting time
1 Bonus Action
Duration
Concentration, up to 1 hour
Level
1
Range
90 feet
School
Divination

Strobe-Pulse Disorientation

3 (Illusion)

Description

A 30-foot sphere of flashing neon lights disorients creatures and incapacitates them.

Mechanics

Pattern of flashing lights in a 30-foot cube causes targets failing a Wisdom save to become Incapacitated and mesmerized.
VSM(a crystal incense burner)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
120 feet
School
Illusion

Cryogenic Hailstorm

4 (Evocation)

Description

Rock-hard ice chunks and cryogenic freezing mist pelt a 20-foot radius, dealing Bludgeoning and Cold damage.

Mechanics

Deals 2d8 Bludgeoning damage and 4d6 Cold damage in a 20-foot cylinder on a failed Dexterity save.
VSM(dust and water)
Casting time
1 Action
Duration
Instantaneous
Level
4
Range
300 feet
School
Evocation

Hardware Telemetry Analysis

1 (Divination)

Description

You scan a technological or magical item to instantly learn its functions, properties, and charges.

Mechanics

Learn the properties, charges, and spell/hack requirements of a object or item upon touch.
VS
Casting time
1 minute
Duration
Instantaneous
Level
1
Range
Touch
School
Divination

Encrypted Scripting

1 (Illusion)

Description

You write a piece of code or text that appears as gibberish to everyone except designated recipients.

Mechanics

Write an encrypted message that only you and designated individuals can read normally.
VSM(lead-based ink worth 10gp)
Casting time
1 minute
Duration
10 days
Level
1
Range
Touch
School
Illusion

Deep Matrix Imprisonment

9 (Abjuration)

Description

You trap a target's soul and physical form inside an unbreakable deep Matrix server cell.

Mechanics

Trap a target in an indestructible extra-dimensional prison cell (Burial, Chaining, Hedged Prison, Minimus Containment, Slumber).
VSM(a miniature vellum representation)
Casting time
1 minute
Duration
Until dispelled
Level
9
Range
30 feet
School
Abjuration

Incendiary Plasma Cloud

8 (Conjuration)

Description

A massive 20-foot cloud of super-heated plasma and white-hot fire roars across the battlefield.

Mechanics

Creates a 20-foot-radius cloud dealing 10d8 Fire damage to creatures starting their turn inside.
VSM(a pinch of gunpowder)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
8
Range
150 feet
School
Conjuration

Bio-Tox Touch

1 (Necromancy)

Description

You touch a target and discharge a concentrated surge of necrotic bio-toxin.

Mechanics

Make a melee spell attack dealing 3d10 Necrotic damage on a hit.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
Touch
School
Necromancy

Locust Drone Swarm

5 (Conjuration)

Description

A swarming cloud of razor-winged micro-drones bites and slashes targets in a 20-foot sphere.

Mechanics

Creates a 20-foot-radius sphere of biting micro-drones dealing 4d10 Piercing damage on a failed Constitution save.
VSM(a locust)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
5
Range
300 feet
School
Conjuration

Teleporting Supply Crate

4 (Conjuration)

Description

You mark a supply crate or item that can be summoned to your hand from anywhere instantly.

Mechanics

Touch an object. At any later time, speak its command word to teleport the object directly to your hand.
VSM(a sapphire worth 1,000gp)
Casting time
1 Action
Duration
Until dispelled
Level
4
Range
Touch
School
Conjuration

Thermo-Optic Camouflage Field

2 (Illusion)

Description

A target becomes completely invisible to sight and thermal scanners until it attacks or casts a spell.

Mechanics

Target becomes invisible for 1 hour or until it attacks or casts a spell.
VSM(an eyelash in gum)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
2
Range
Touch
School
Illusion

Subliminal Rave Protocol

6 (Enchantment)

Description

You broadcast an irresistible synthwave beat that forces a target to dance uncontrollably.

Mechanics

Target must dance uncontrollably on a failed Wisdom save, losing its movement and taking disadvantage on DEX saves and attack rolls against it.
V
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
6
Range
30 feet
School
Enchantment

Sub-Dermal Hydraulic Jump

1 (Transmutation)

Description

Your leg servos overcharge, tripling your jump distance.

Mechanics

Touch a creature to triple its jump distance for 1 minute.
VSM(a grasshopper leg)
Casting time
1 Action
Duration
1 minute
Level
1
Range
Touch
School
Transmutation

Mag-Lock Breaker

2 (Transmutation)

Description

A loud acoustic/electromagnetic pop blows open physical locks, mag-locks, and barred doors.

Mechanics

Unlocks or unbars an object within 60 feet, emitting a loud acoustic pop audible out to 300 feet.
V
Casting time
1 Action
Duration
Instantaneous
Level
2
Range
60 feet
School
Transmutation

District History Query

5 (Divination)

Description

You query historical corporate databases to uncover secret lore regarding a legendary figure, location, or relic.

Mechanics

Learn legendary information about a person, place, or object.
VSM(incense worth 250gp)
Casting time
10 minutes
Duration
Instantaneous
Level
5
Range
Self
School
Divination

Targeted Cell Purge

2 (Abjuration)

Description

You purge one disease, poison, or physical condition (Blinded, Deafened, Paralyzed) from a target.

Mechanics

Cure one disease or one condition (Blinded, Deafened, Paralyzed, Poisoned) on a target.
VS
Casting time
1 Action
Duration
Instantaneous
Level
2
Range
Touch
School
Abjuration

Magnetic Repulsor Lift

2 (Transmutation)

Description

You project a vertical magnetic repulsor beam that lifts a creature or object up to 20 feet in mid-air.

Mechanics

Lifts a target up to 20 feet off the ground in mid-air. Target floats suspended.
VSM(a small leather loop)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
2
Range
60 feet
School
Transmutation

LED Spotlight Beam

0 (Evocation)

Description

You touch an object to make it emit bright LED light in a 20-foot radius.

Mechanics

Object emits bright light in a 20-foot radius and dim light for an additional 20 feet.
VM(a firefly or phosphorescent moss)
Casting time
1 Action
Duration
1 hour
Level
0
Range
Touch
School
Evocation

High-Voltage Arc Discharge

3 (Evocation)

Description

A 100-foot line of crackling 100,000-volt electricity blasts out from your palm emitter.

Mechanics

Deals 8d6 Lightning damage to all creatures in a 100-foot long, 5-foot wide line on a failed Dexterity save.
VSM(a stroke of amber)
Casting time
1 Action
Duration
Instantaneous
Level
3
Range
Self (100-foot line)
School
Evocation

GPS Botanical Tracker

1 (Divination)

Description

Your HUD highlights the direction and distance to the nearest specific plant, animal, or bio-drone within 5 miles.

Mechanics

Learn the direction and distance to the nearest plant or animal of a specific species within 5 miles.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
Self
School
Divination

Biometric Target Tracker

4 (Divination)

Description

Your HUD tracks the biometric signature of a specific known creature within 1,000 feet.

Mechanics

Sense the location of a specific creature known to you within 1,000 feet.
VSM(a bit of fur)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
4
Range
Self
School
Divination

Asset RFID Tracker

2 (Divination)

Description

Your HUD tracks the location of a specific object within 1,000 feet.

Mechanics

Senses the location of a specific object within 1,000 feet.
VSM(a fork of copper)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
2
Range
Self
School
Divination

Sub-Dermal Muscle Overclock

1 (Transmutation)

Description

You overclock a target's leg actuators, increasing its movement speed by 10 feet.

Mechanics

Increases a target's movement speed by 10 feet for 1 hour.
VS
Casting time
1 Action
Duration
1 hour
Level
1
Range
Touch
School
Transmutation

Sub-Dermal Ballistic Weave

1 (Abjuration)

Description

You coat an unarmored target's skin in protective sub-dermal mesh, setting its base AC to 13 + DEX.

Mechanics

Target's base AC becomes 13 + Dexterity modifier while unarmored for 8 hours.
VSM(a piece of cured leather)
Casting time
1 Action
Duration
8 hours
Level
1
Range
Touch
School
Abjuration

Hard-Light Kinetic Force-Palm

0 (Evocation)

Description

A floating hard-light hand manipulates objects, presses buttons, or carries up to 10 lbs at range.

Mechanics

Create a spectral floating hand that can manipulate objects, open doors, or carry 10 lbs up to 30 feet away.
VS
Casting time
1 Action
Duration
1 minute
Level
0
Range
30 feet
School
Evocation

Null-Signal Frequency Barrier

3 (Abjuration)

Description

Creates a 20-foot cylinder that blocks extra-dimensional entities and corporate mages from crossing.

Mechanics

Wards a 20-foot cylinder against extra-planar entities and prevents teleportation into the zone.
VSM(holy water)
Casting time
1 minute
Duration
Concentration, up to 1 hour
Level
3
Range
10 feet
School
Abjuration

Consciousness Trapping Drive

6 (Necromancy)

Description

You capture a dying target's soul/consciousness directly into an encrypted data drive upon death.

Mechanics

Traps the soul of a creature inside a gem/drive at the moment of death, preventing resurrection.
VSM(an urn worth 500gp)
Casting time
1 minute
Duration
Until dispelled
Level
6
Range
Touch
School
Necromancy

Targeting Smart-Micro-Missiles

1 (Evocation)

Description

You launch three auto-seeking micro-missiles that strike targets automatically without missing.

Mechanics

Fires three micro-missiles. Each strikes a target automatically for 1d4 + 1 Force damage.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
120 feet
School
Evocation

Voice-Synthesized Interface

1 (Illusion)

Description

You encode a digital audio response script on an object that speaks aloud when triggered.

Mechanics

Programs an object to speak a message up to 25 words when a specified trigger event occurs.
VSM(a small honeycomb)
Casting time
1 minute
Duration
Until dispelled
Level
1
Range
60 feet
School
Illusion

Monomolecular Edge Coating

2 (Transmutation)

Description

You coat a weapon in a monomolecular edge layer, turning it into a +1 magic weapon.

Mechanics

Target non-magical weapon becomes a +1 magic weapon for the duration.
VS
Casting time
1 Bonus Action
Duration
Concentration, up to 1 hour
Level
2
Range
Touch
School
Transmutation

Virtual Arcology Penthouse

7 (Conjuration)

Description

You manifest a massive, luxurious extra-dimensional penthouse suite for up to 100 creatures.

Mechanics

Conjures an extra-dimensional mansion containing 50 rooms, staff, and food for 100 people for 24 hours.
VSM(a miniature portal frame)
Casting time
1 minute
Duration
24 hours
Level
7
Range
300 feet
School
Conjuration

Holographic Projection Matrix

3 (Illusion)

Description

You project a Large, complex holographic image complete with sound, smell, and temperature details.

Mechanics

Creates a complex visual, audio, and thermal illusion up to a 20-foot cube.
VSM(a bit of fleece)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
3
Range
120 feet
School
Illusion

High-Priority Nanite Resuscitation

5 (Evocation)

Description

A massive bio-nanite wave heals up to six allies at range simultaneously.

Mechanics

Restores Hit Points equal to 3d8 + your spellcasting ability modifier to up to six targets.
VS
Casting time
1 Action
Duration
Instantaneous
Level
5
Range
60 feet
School
Evocation

Executive Medical Regeneration

9 (Evocation)

Description

A legendary surge of medical nanites restores 70 Hit Points to all allies within range and cures all conditions.

Mechanics

Restores 70 Hit Points to all allies within 60 feet and cures all diseases and conditions.
V
Casting time
1 Action
Duration
Instantaneous
Level
9
Range
60 feet
School
Evocation

Emergency Nanite Broadcast

3 (Evocation)

Description

You beam a emergency patch signal restoring HP to up to six allies as a bonus action.

Mechanics

Restores 1d4 + spellcasting modifier Hit Points to up to six targets as a bonus action.
V
Casting time
1 Bonus Action
Duration
Instantaneous
Level
3
Range
60 feet
School
Evocation

Subliminal Crowd Manipulation

6 (Enchantment)

Description

You project a mass behavioral suggestion to up to twelve targets.

Mechanics

Implant a course of action into up to twelve humanoids on a failed Wisdom save.
V
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
6
Range
60 feet
School
Enchantment

Matrix Firewall Isolation Cell

8 (Abjuration)

Description

You lock a target in a 20-foot extra-dimensional data cell where it can perform no actions.

Mechanics

Traps a target in a harmless extra-dimensional space on a failed Wisdom save.
VSM(a ruby glass cube)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
8
Range
60 feet
School
Abjuration

Sub-Dermal Concrete Integration

3 (Transmutation)

Description

You phase your physical form directly into concrete walls or stone barriers.

Mechanics

Merge your body and gear into a stone/concrete wall or surface for up to 8 hours.
VS
Casting time
1 Action
Duration
8 hours
Level
3
Range
Touch
School
Transmutation

Micro-Solder Quick-Patch

0 (Transmutation)

Description

You vent a micro-arc welding stream or nanite adhesive to fuse torn wiring, seal cracked casing, or repair fractured cyberware.

Mechanics

This spell repairs a single break or tear in an object you touch, such as a severed cable, cracked optic lens, or torn Kevlar jacket, provided the break is no larger than 1 foot in any dimension.
VSM(a spool of copper solder wire or micro-welding torch)
Casting time
1 minute
Duration
Instantaneous
Level
0
Range
Touch
School
Transmutation

Subliminal Comms Ping

0 (Transmutation)

Description

You transmit a short, direct audio frequency or sub-vocal comms ping directly into a target's ear implant or neural receiver.

Mechanics

You point your finger toward a creature within range and whisper a message. Only the target hears the message and can reply in a whisper that only you can hear. It can pass through solid objects, but is blocked by lead shielding or active jammer grids.
VSM(a piece of copper wire)
Casting time
1 Action
Duration
1 round
Level
0
Range
120 feet
School
Transmutation

Orbital Kinetic Carpet-Bomb

9 (Evocation)

Description

You transmit orbital strike coordinates, calling down four massive tungsten rods and kinetic plasma rounds from a Kōten sky-arcology platform.

Mechanics

Four 40-foot-radius spheres of kinetic impact and plasma strike points within range. Each creature in an affected area must make a Dexterity saving throw, taking 20d6 Bludgeoning damage and 20d6 Fire damage on a failure, or half on a success. A creature in multiple areas takes damage only once.
VSM(a laser target designator array)
Casting time
1 Action
Duration
Instantaneous
Level
9
Range
1 mile
School
Evocation

Neural Firewall Encryption

8 (Abjuration)

Description

You install an un-crackable military-grade neural firewall that isolates a target's consciousness from hostile Matrix entry, memory probes, and mind control.

Mechanics

Until the spell ends, one willing creature you touch is immune to Psychic damage, thought-reading effects, mental location tracking, and the Charmed or Possession conditions.
VS
Casting time
1 Action
Duration
24 hours
Level
8
Range
Touch
School
Abjuration

Holographic Projection Mesh

0 (Illusion)

Description

You project a minor optical illusion, acoustic glitch, or holographic logo into an unoccupied 5-foot space.

Mechanics

You create a sound or an optical image of an object within range that lasts for 1 minute. Physical interaction with the image reveals it to be an illusion because things can pass through it.
SM(a micro-laser LED array)
Casting time
1 Action
Duration
1 minute
Level
0
Range
30 feet
School
Illusion

District-Wide Holo-Sim

8 (Illusion)

Description

You project a massive, multi-block holographic environmental overlay that transforms the visual, acoustic, and atmospheric appearance of an entire district.

Mechanics

You alter the appearance of a 1-mile-square terrain area, changing its visible layout, structures, weather appearance, and sounds. Physical interaction reveals the hard-light illusion.
VSM(a holographic lens and server key)
Casting time
10 minutes
Duration
10 days
Level
8
Range
10 miles
School
Illusion

Optical Decoy Shimmer

2 (Illusion)

Description

You project three holographic duplicate decoys that shift and interweave with your movements to confuse enemy targeting systems.

Mechanics

Three illusory duplicates of yourself appear in your space. Whenever a creature targets you with an attack, roll a d20 to determine whether it targets a duplicate instead (3 duplicates: 6+, 2 duplicates: 8+, 1 duplicate: 11+). A duplicate's AC equals 10 + your DEX modifier and is destroyed when hit.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
Self
School
Illusion

Active Optical Camouflage

5 (Illusion)

Description

You activate an advanced optical cloak and holographic decoy feed that projects an illusory copy of yourself running in one direction while rendering you completely invisible.

Mechanics

You become Invisible at the same time an illusory double of you appears and runs up to your speed in a direction you choose. As a bonus action, you can move the double. The double lasts until the spell ends.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
Self
School
Illusion

Phase-Blink Step

2 (Conjuration)

Description

You instantly phase-shift through local Matrix data nodes, reappearing up to 30 feet away in a flash of digital static.

Mechanics

Briefly surrounded by digital distortion, you teleport up to 30 feet to an unoccupied space that you can see.
V
Casting time
1 Bonus Action
Duration
Instantaneous
Level
2
Range
Self
School
Conjuration

Memory Reprogramming Virus

5 (Enchantment)

Description

You execute a deep neural memory rewrite payload that edits, erases, or replaces a target's memories of events within the last 24 hours.

Mechanics

Target a creature within range. It must succeed on a Wisdom saving throw or become Subliminally Overridden (Charmed) for the duration. You can alter its memories of an event that took place within the last 24 hours (lasting up to 10 minutes), erasing, altering, or fabricating details.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
30 feet
School
Enchantment

Lunar Energy Beam

2 (Evocation)

Description

A 5-foot-radius, 40-foot-high cylinder of silver astral energy beam beams down from orbit, searing enemies and revealing shapeshifters.

Mechanics

A cylinder of pale silver light shines down. Creatures entering or starting their turn in the cylinder must make a Constitution saving throw, taking 2d10 Radiant damage on a failure, or half on a success. Shapechangers make the save with disadvantage and revert to their true form on a failure.
VSM(a piece of opalescent glass)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
120 feet
School
Evocation

Sub-Dermal Concrete Sculpting

5 (Transmutation)

Description

You overwrite local structural concrete, asphalt, or soil, reshaping terrain, carving trenches, or digging subterranean bypasses.

Mechanics

Reshape terrain in a 40-foot cube (Excavating trenches, leveling hills, reshaping dirt/stone/concrete, or creating difficult terrain).
VSM(a miniature shovel)
Casting time
1 Action
Duration
Concentration, up to 2 hours
Level
5
Range
120 feet
School
Transmutation

Signal Jammer Mask

3 (Abjuration)

Description

You coat a target or chip in signal-dampening lead paint and encryption routines, masking it from optical scanners and Matrix tracing.

Mechanics

For the duration, a willing creature or object touched cannot be targeted by divination magic, scrying sensors, or digital tracking devices.
VSM(a small pinch of lead dust)
Casting time
1 Action
Duration
8 hours
Level
3
Range
Touch
School
Abjuration

Low-Signature Stealth Protocol

2 (Abjuration)

Description

You broadcast an optical and acoustic dampening field around your team, suppressing footsteps and optical reflections.

Mechanics

You and up to ten creatures you choose within 30 feet gain a +10 bonus to Low-Signature (Stealth) checks and leave no physical tracks or biometric residues.
VSM(a pinch of ash or stealth thread)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
2
Range
Self
School
Abjuration

Structural Vaporizer Tunnel

5 (Transmutation)

Description

You deploy a line of industrial nanite disintegrators that instantly carves a 5-foot-wide, 10-foot-high, 20-foot-deep tunnel through solid concrete, steel, or stone.

Mechanics

A passage opens up in a wooden, plaster, concrete, or stone surface within range, up to 5 feet wide, 8 feet high, and 20 feet deep. When the spell ends, the passage closes smoothly.
VSM(a pinch of sesame seeds)
Casting time
1 Action
Duration
1 hour
Level
5
Range
30 feet
School
Transmutation

Subliminal Terror Nightmare

4 (Illusion)

Description

You project an isolated holographic nightmare directly into a target's neural interface, conjuring its worst fears.

Mechanics

Target a creature within range. It must succeed on a Wisdom saving throw or become Threat-Locked (Frightened) for the duration. At the end of each of its turns, it must repeat the save, taking 4d10 Psychic damage on a failure.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
120 feet
School
Illusion

Cyber-Bike Fast-Deploy

2 (Illusion)

Description

You materialize an illusory hard-light combat bike or fast-transit vehicle that carries a rider across urban terrain.

Mechanics

Manifest an illusory riding horse or light vehicle. It moves at 100 feet per round and can carry one rider. It dissolves if it takes any damage.
VSM(a thread from a riding cloak)
Casting time
1 Action
Duration
1 hour
Level
2
Range
30 feet
School
Illusion

Astral Contractor Proxy

6 (Conjuration)

Description

You submit a high-priority request to an extra-dimensional corporate board or spirit court, summoning a powerful celestial or demon contractor.

Mechanics

You request aid from a powerful extra-planar entity (an Astral Contractor). The entity expects a contract payment or favor in exchange for its services.
VSM(a high-tier corporate contract chip worth 500gp)
Casting time
10 minutes
Duration
Instantaneous
Level
6
Range
60 feet
School
Conjuration

Astral Contract Binding

5 (Abjuration)

Description

You execute a binding neural contract that traps a summoned spirit, demon, or celestial entity in your service for up to 24 hours.

Mechanics

Binds a target extra-planar entity (celestial, elemental, fey, or fiend) to your service. It must make a Charisma saving throw; on a failure, it obeys your commands for the duration.
VSM(jewel-dusted contract scroll worth 1,000gp)
Casting time
1 hour
Duration
24 hours
Level
5
Range
60 feet
School
Abjuration

Matrix Transit Shift

7 (Conjuration)

Description

You and up to eight willing allies phase through the Matrix infrastructure, instantly teleporting to a distant global server node or dimension.

Mechanics

You and up to eight willing creatures teleport to a designated destination node on another plane or distant location on the globe.
VSM(a tuning fork set to a digital node)
Casting time
1 Action
Duration
Instantaneous
Level
7
Range
5 feet
School
Conjuration

Accelerated Bio-Flora Growth

3 (Transmutation)

Description

You release a heavy botanical growth agent that causes urban weeds, bio-engineered vines, and rooftop flora to instantly overgrow.

Mechanics

In a 100-foot radius, plants instantly overgrow, creating difficult terrain. Alternatively, enrich crop yield in a half-mile radius over 8 hours.
VS
Casting time
1 Action or 8 hours
Duration
Instantaneous
Level
3
Range
150 feet
School
Transmutation

Aerosolized Bio-Toxin Jet

0 (Necromancy)

Description

You vent a cloud of toxic gas and hardware-corroding chemicals from your sub-dermal wrist nozzle.

Mechanics

Target a creature within 10 feet. It must succeed on a Constitution saving throw or take 1d12 Poison damage. Scaling: Damage increases by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level (4d12).
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
10 feet
School
Necromancy

Bio-Form Mutagen Overwrite

4 (Transmutation)

Description

You forcibly rewrite a target's physical genetic code, mutating it into a harmless harmless beast or apex bio-drone.

Mechanics

Target a creature within range. It must succeed on a Wisdom saving throw or be transformed into a beast of CR equal to or lower than its level/CR for the duration.
VSM(a caterpillar cocoon)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
4
Range
60 feet
School
Transmutation

Kill-Code Execution Protocol

9 (Enchantment)

Description

You speak a high-level corporate kill-code that instantly shuts down the neural heart rate and brain function of a target with 100 HP or less.

Mechanics

You utter a command word. If the target has 100 Hit Points or fewer, it dies instantly. Otherwise, the spell has no effect.
V
Casting time
1 Action
Duration
Instantaneous
Level
9
Range
60 feet
School
Enchantment

Neural Shock-Stun Protocol

8 (Enchantment)

Description

You broadcast an intense high-frequency shock pulse that instantly stuns a target with 150 HP or less.

Mechanics

Target a creature within 60 feet. If it has 150 Hit Points or fewer, it is Stunned until the end of your next turn.
V
Casting time
1 Action
Duration
Instantaneous
Level
8
Range
60 feet
School
Enchantment

Emergency Cellular Triage

2 (Evocation)

Description

You deploy a field medical nanite cloud that heals up to six wounded allies during short rests.

Mechanics

Up to six creatures regain 2d8 + your spellcasting ability modifier Hit Points at the end of a 10-minute medical triage session.
VS
Casting time
10 minutes
Duration
Instantaneous
Level
2
Range
30 feet
School
Evocation

Micro-Holo & Acoustic Utility

0 (Transmutation)

Description

You execute minor technical utility routines: igniting synth-cigarettes, changing shirt neon colors, or generating minor synth-flavors.

Mechanics

Perform minor utility tricks (sparking a small fire, cleaning an item, changing neon clothing trim, generating a minor scent or flavor).
VS
Casting time
1 Action
Duration
1 hour
Level
0
Range
10 feet
School
Transmutation

Prismatic Refraction Laser Strike

7 (Evocation)

Description

Eight multi-colored laser beams detonate from your optical array in a 60-foot cone, inflicting varied elemental and status effects.

Mechanics

Each creature in a 60-foot cone takes damage and effects based on random laser color rolls (Red: 10d6 Fire, Orange: 10d6 Acid, Yellow: 10d6 Lightning, Green: 10d6 Poison, Blue: 10d6 Cold, Indigo: Restrained, Violet: Blinded).
VS
Casting time
1 Action
Duration
Instantaneous
Level
7
Range
Self (60-foot cone)
School
Evocation

Hard-Light Prismatic Citadel

9 (Abjuration)

Description

You project an impenetrable, 90-foot-wide hard-light laser dome consisting of seven multi-colored protective layers.

Mechanics

Creates a dome made of 7 distinct colored energy layers. Each layer blocks specific damage types, spells, and physical movement, and must be destroyed by specific counter-measures.
VS
Casting time
1 Action
Duration
10 minutes
Level
9
Range
60 feet
School
Abjuration

Data-Vault Isolation Chamber

4 (Abjuration)

Description

You encase a 30-foot cube in an opaque hard-light force field that blocks all physical entry, optical sensors, and wireless signals.

Mechanics

Creates an isolated 30-foot cube that blocks sound, wireless signals, visual scrying, and physical entry.
VSM(a miniature lead box)
Casting time
10 minutes
Duration
24 hours
Level
4
Range
120 feet
School
Abjuration

Sub-Dermal Plasma Arc Emitter

0 (Evocation)

Description

You ignite a small flame or plasma arc at your fingertip that can illuminate dark alleyways or ignite flammable fuel.

Mechanics

A flame appears in your hand for 10 minutes (bright light 10ft). You can throw it up to 30 feet to make a ranged spell attack dealing 1d8 Fire damage.
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
Self
School
Evocation

Hard-Light Timed Hologram

6 (Illusion)

Description

You program an intricate holographic illusion up to a 30-foot cube that activates automatically when specific triggers occur.

Mechanics

Create a complex visual and auditory illusion that activates upon a set trigger condition and follows a pre-programmed script.
VSM(fleece and jade dust worth 250gp)
Casting time
10 minutes
Duration
Until dispelled
Level
6
Range
120 feet
School
Illusion

Hard-Light Holo-Avatar

7 (Illusion)

Description

You project an interactive hard-light avatar of yourself anywhere within 500 miles, allowing you to speak, see, and cast spells through it.

Mechanics

Project an intangible copy of yourself anywhere within range. You can see, hear, speak, and cast spells through the image.
VS
Casting time
1 Action
Duration
Concentration, up to 1 day
Level
7
Range
500 miles
School
Illusion

Elemental Shielding Protocol

3 (Abjuration)

Description

You coat a target in energy-dampening insulation, granting resistance to one specific energy type (Fire, Cold, Lightning, Acid, Sonic).

Mechanics

Target creature gains resistance to Acid, Cold, Fire, Lightning, or Thunder damage for the duration.
VS
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
3
Range
Touch
School
Abjuration

Aegis Anti-Corporate Protection

1 (Abjuration)

Description

You install a protective firewall against hostile extra-dimensional entities, spirits, and mind-control hacks.

Mechanics

Target gains +2 AC and saving throws against Aberrations, Celestials, Elementals, Fey, Fiends, and Undead, and immunity to Charm/Frightened from them.
VSM(holy water or silver chip)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
1
Range
Touch
School
Abjuration

Bio-Tox Antitoxin Injector

2 (Abjuration)

Description

You inject a neutralizing anti-toxin serum that cures poisons and grants resistance to chemical toxins.

Mechanics

Touch a creature to neutralize one poison affecting it. For the duration, it has advantage on saves against poison and resistance to Poison damage.
VS
Casting time
1 Action
Duration
1 hour
Level
2
Range
Touch
School
Abjuration

Bio-Filter Purifier

1 (Transmutation)

Description

You deploy micro-filters to neutralize bio-toxins, heavy radiation, and pollutants in food and water within 5 feet.

Mechanics

All non-magical food and drink within a 5-foot-radius sphere is purified and freed of poison and disease.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
10 feet
School
Transmutation

High-Tier Cybernetic Resuscitation

5 (Necromancy)

Description

You use trauma-surge defibrillators and neural reconstructors to revive a target that died within the last 10 days.

Mechanics

Revive a dead creature that died within the last 10 days with 1 Hit Point, restoring missing limbs and organs.
VSM(diamonds worth 500gp)
Casting time
1 hour
Duration
Instantaneous
Level
5
Range
Touch
School
Necromancy

Sub-Dermal Bio-Siphon

2 (Necromancy)

Description

A beam of necrotic energy drains a target's muscle strength, cutting its physical attack damage in half.

Mechanics

Target a creature within range. On a hit, it takes 2d6 Necrotic damage and its weapon attacks dealing Strength damage deal half damage until the spell ends.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
60 feet
School
Necromancy

Cryo-Beam Cannon

0 (Evocation)

Description

You fire a beam of sub-zero cryogenic fluid that freezes a target's leg joints and reduces its speed.

Mechanics

Make a ranged spell attack. On a hit, the target takes 1d8 Cold damage and its movement speed is reduced by 10 feet until the start of your next turn. Scaling: Damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
60 feet
School
Evocation

Bio-Nanite Cellular Regeneration

7 (Transmutation)

Description

You inject a continuous stream of cellular repair nanites that restores HP every round and regrows severed limbs.

Mechanics

Target regains 4d8 + 15 Hit Points instantly, and 1 Hit Point at the start of each of its turns for 1 hour. Severed body parts are reattached or regrown.
VSM(a prayer wheel)
Casting time
1 minute
Duration
1 hour
Level
7
Range
Touch
School
Transmutation

Replicant Genetic Resynthesis

5 (Transmutation)

Description

You rebuild a deceased target's physical body into a new metahuman replica body, transferring its soul into the new frame.

Mechanics

Rebuild a dead creature into a new body (rolling on a metahuman heritage table to determine its new physical species).
VSM(rare incense worth 500gp)
Casting time
1 hour
Duration
Instantaneous
Level
5
Range
Touch
School
Transmutation

Firewall Malware Scrub

3 (Abjuration)

Description

You run a deep system antivirus scrub that purges curses, corporate tracking bugs, and malicious hacks from a target.

Mechanics

At touch, all curses, malwares, and tracking bugs affecting a target or object immediately end.
VS
Casting time
1 Action
Duration
Instantaneous
Level
3
Range
Touch
School
Abjuration

Hard-Light Containment Sphere

4 (Evocation)

Description

You trap a target inside an indestructible 10-foot hard-light kinetic force sphere.

Mechanics

Encloses a Large or smaller creature in an indestructible sphere of force on a failed Dexterity save. Nothing can pass through the sphere.
VSM(a hemispherical piece of gum)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
30 feet
School
Evocation

Emergency System Defenses

0 (Abjuration)

Description

You touch a target to reinforce its saving throws with a +d4 defense buffer.

Mechanics

Target adds a d4 bonus to its saving throws for the duration.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
0
Range
Touch
School
Abjuration

Full Cybernetic Reconstruction

7 (Necromancy)

Description

You fully reconstruct a deceased target's body and neural network, reviving it even if only a scrap of DNA remains.

Mechanics

Revives a dead creature that died up to 100 years ago, reconstructing missing organs, limbs, and body parts.
VSM(diamonds worth 1,000gp)
Casting time
1 hour
Duration
Instantaneous
Level
7
Range
Touch
School
Necromancy

Gravitational Inversion Field

7 (Transmutation)

Description

You invert gravity in a 50-foot-radius, 100-foot-high cylinder, causing enemies and unanchored objects to fall upward.

Mechanics

Gravity reverses upward in a 50-foot radius cylinder. Unanchored creatures fall upward 100 feet, slamming into ceilings for falling damage.
VSM(a magnet)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
7
Range
100 feet
School
Transmutation

Field Defibrillator Pulse

3 (Necromancy)

Description

You discharge a high-voltage defibrillator strike directly into a target that died within the last 1 minute, reviving it with 1 HP.

Mechanics

Revives a creature that died within the last 1 minute, restoring it to life with 1 Hit Point.
VSM(diamonds worth 300gp)
Casting time
1 Action
Duration
Instantaneous
Level
3
Range
Touch
School
Necromancy

Deployable Micro-Safehouse

2 (Transmutation)

Description

You drop a high-tensile wire upward that opens an invisible 8-person pocket safehouse in the air.

Mechanics

A 50-foot rope rises into the air, leading to an invisible extra-dimensional safehouse that holds up to eight creatures.
VSM(a 50-foot rope)
Casting time
1 Action
Duration
8 hours
Level
2
Range
Touch
School
Transmutation

Sub-Dermal Laser Beam

0 (Evocation)

Description

You fire a beam of bright laser light from your palm or focus that deals Radiant damage.

Mechanics

Make a ranged spell attack dealing 1d8 Radiant damage on a hit. Scaling: Increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
60 feet
School
Evocation

Aegis Hard-Light Barrier

1 (Abjuration)

Description

You project a floating hard-light aegis shield in front of an ally, granting them a +2 AC bonus.

Mechanics

A willing creature within range gains a +2 bonus to AC for the duration.
VSM(a holy symbol)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
1
Range
30 feet
School
Abjuration

Thermite Cluster Launch

2 (Evocation)

Description

You launch three burning thermite explosive clusters that strike single or multiple targets.

Mechanics

Create three fiery bolts. Make a ranged spell attack for each bolt, dealing 2d6 Fire damage per bolt on a hit. At Higher Levels: Fires 1 additional bolt for each slot level above 2nd.
VS
Casting time
1 Action
Duration
Instantaneous
Level
2
Range
120 feet
School
Evocation

Matrix Scrying Drone

5 (Divination)

Description

You project an invisible wireless scrying sensor over a target anywhere in Neo-Tokyo to watch and listen to it.

Mechanics

You see and hear a specific target creature on a failed Wisdom saving throw, moving a scrying sensor with it.
VSM(a sensor mirror worth 1,000gp)
Casting time
10 minutes
Duration
Concentration, up to 10 minutes
Level
5
Range
Self
School
Divination

Encrypted Stash Lockbox

4 (Conjuration)

Description

You hide a heavy gear chest in a pocket dimension, summoning or hiding it with a replica key.

Mechanics

Hides a chest holding up to 12 cubic feet of gear in an extra-dimensional plane, accessible via a replica key.
VSM(a chest worth 5,000gp and replica worth 50gp)
Casting time
1 Action
Duration
Instantaneous
Level
4
Range
Touch
School
Conjuration

Thermal Optics Sweep

2 (Divination)

Description

Your optics switch to thermal-infrared mode, highlighting invisible targets and optical stealth cloaks within 30 feet.

Mechanics

You can see invisible creatures and objects as if they were visible out to 30 feet.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
2
Range
Self
School
Divination

Holographic Persona Cloak

5 (Illusion)

Description

You project custom holographic disguises over up to six allies to disguise them as corporate guards or idols.

Mechanics

Change the physical appearance of up to six willing targets for 8 hours (Charisma save to see through).
VS
Casting time
1 Action
Duration
8 hours
Level
5
Range
30 feet
School
Illusion

Wireless Audio/Text Signal

3 (Evocation)

Description

You transmit a 25-word encrypted text or audio message directly to a target's neural receiver anywhere in the world.

Mechanics

Send a message of 25 words or less to a creature you are familiar with. It hears the message in its mind and can reply immediately.
VSM(a copper wire)
Casting time
1 Action
Duration
1 round
Level
3
Range
Unlimited
School
Evocation

Deep-Net Data Vault Stasis

7 (Transmutation)

Description

You lock an object or target in stasis inside a digital vault, making it immune to damage, aging, and scrying.

Mechanics

Target is put into suspended animation, making it immune to aging, damage, and divination magic until triggered.
VSM(powdered ruby worth 5,000gp)
Casting time
10 minutes
Duration
Until dispelled
Level
7
Range
Touch
School
Transmutation

Biological Species Overwrite

9 (Transmutation)

Description

You rewrite a target's physical genetic structure permanently into any other metahuman species, dragon, or beast.

Mechanics

Transform a target into another creature of equal or lower CR/level permanently if concentration is maintained for 1 hour.
VSM(a jade ring worth 1,500gp)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
9
Range
60 feet
School
Transmutation

Acoustic Shatter Pulse

2 (Evocation)

Description

You emit a loud, high-frequency sonic pulse that shatters glass, structural barriers, and deafens enemies.

Mechanics

Creatures in a 10-foot sphere take 3d8 Thunder/Sonic damage on a failed Constitution save. Non-magical inorganic objects take extra damage.
VSM(a chip of mica)
Casting time
1 Action
Duration
Instantaneous
Level
2
Range
60 feet
School
Evocation

Sub-Dermal Reactive Firewall

1 (Abjuration)

Description

When targeted by an attack or Magic Missile, you project a hard-light energy barrier that grants a +5 AC bonus.

Mechanics

In reaction to being hit by an attack, gain a +5 bonus to AC until the start of your next turn and immunity to Magic Missile.
VS
Casting time
1 Reaction
Duration
1 round
Level
1
Range
Self
School
Abjuration

Aegis Kinetic Barrier

1 (Abjuration)

Description

You project a floating hard-light barrier that grants an ally a +2 AC bonus.

Mechanics

Target creature within range gains a +2 bonus to AC for the duration.
VSM(a parchment with holy text)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
1
Range
60 feet
School
Abjuration

Monofilament Weapon Coating

0 (Transmutation)

Description

You coat a wooden staff or club in monofilament wire, allowing you to use your spellcasting stat for melee attack rolls.

Mechanics

Touch a wooden weapon. For 1 minute, use your spellcasting ability instead of Strength for attack/damage rolls, dealing 1d8 damage.
VSM(a wooden club or staff)
Casting time
1 Action
Duration
1 minute
Level
0
Range
Touch
School
Transmutation

High-Voltage Taser Palm

0 (Evocation)

Description

You discharge a high-voltage taser strike from your palm, dealing Lightning damage and preventing reactions.

Mechanics

Make a melee spell attack (advantage if target wears metal armor). On a hit, deal 1d8 Lightning damage and target cannot take reactions. Scaling: Increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
Touch
School
Evocation

Acoustic Muffle Field

2 (Illusion)

Description

You project a 20-foot sound-proof barrier that silences all gunfire, footsteps, and spoken spell code inside.

Mechanics

No sound can be created within or pass through a 20-foot sphere. Creatures inside are Deafened and immune to Thunder damage.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
2
Range
120 feet
School
Illusion

Holographic Decoy Display

1 (Illusion)

Description

You project a simple visual or audio hologram (no larger than a 15-foot cube) within range.

Mechanics

Create a purely visual or auditory image up to a 15-foot cube. Physical interaction reveals it to be an illusion.
VSM(a bit of fleece)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
1
Range
60 feet
School
Illusion

Hard-Light Replicant Construct

7 (Illusion)

Description

You fabricate an identical hard-light or bio-synthetic duplicate of a target that possesses half its stats and abilities.

Mechanics

Creates an illusory duplicate of a target creature with half its maximum Hit Points that obeys your commands.
VSM(snow and hair worth 1,500gp)
Casting time
12 hours
Duration
Until dispelled
Level
7
Range
Touch
School
Illusion

Subliminal Sleep Signal

1 (Enchantment)

Description

You broadcast a soothing acoustic frequency that knocks low-tier targets unconscious in a 20-foot sphere.

Mechanics

Roll 5d8; the total is how many Hit Points of creatures in a 20-foot sphere this spell can knock unconscious.
VSM(a pinch of fine sand)
Casting time
1 Action
Duration
1 minute
Level
1
Range
90 feet
School
Enchantment

Cryogenic Blizzard Cloud

3 (Evocation)

Description

A 40-foot cylinder fills with freezing blizzard winds, blinding targets and extinguishing fires.

Mechanics

Creates a 40-foot-wide, 20-foot-high cylinder of freezing snow that heavily obscures the area and deals 2d6 Cold damage.
VSM(dust and water)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
150 feet
School
Evocation

Neural Reflex Delay

3 (Transmutation)

Description

You inject a reflex-delay glitch into up to six targets, cutting their movement speed in half and removing reactions.

Mechanics

Up to six targets failing a Wisdom save have speed halved, -2 AC/DEX saves, and cannot take reactions or multi-attacks.
VSM(a drop of molasses)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
120 feet
School
Transmutation

Stabilization Defibrillator Ping

0 (Necromancy)

Description

You discharge a gentle defibrillator pulse to instantly stabilize a dying target at 0 HP.

Mechanics

Touch a living creature at 0 Hit Points to stabilize it.
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
Touch
School
Necromancy

Critter Neural Interlink

1 (Divination)

Description

Your translator translates the vocalizations and body language of urban critters and animals.

Mechanics

Comprehend and communicate verbally with beasts for the duration.
VS
Casting time
1 Action
Duration
10 minutes
Level
1
Range
30 feet
School
Divination

Cyber-Zombie Neural Interlink

3 (Necromancy)

Description

Your neural link interrogates a corpse, asking up to five questions before its brain decays.

Mechanics

Interrogate a corpse with intact vocal cords, asking up to five questions.
VS
Casting time
1 Action
Duration
10 minutes
Level
3
Range
10 feet
School
Necromancy

Bio-Flora Interlink

3 (Divination)

Description

You query urban rooftop gardens and mutated flora to learn events that occurred in the area.

Mechanics

Commune with plants within 30 feet to learn about events, creatures, and paths.
VS
Casting time
1 Action
Duration
10 minutes
Level
3
Range
Self
School
Divination

Pneumatic Wall-Climber Actuators

2 (Transmutation)

Description

Pneumatic suction cups and magnetic micro-hooks allow a target to scale vertical arcology walls effortlessly.

Mechanics

Target creature gains a climbing speed equal to its walking speed and can move across vertical surfaces and ceilings.
VSM(a drop of pitch and a spider)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
2
Range
Touch
School
Transmutation

Monofilament Trap Array

3 (Transmutation)

Description

A 20-foot square area fills with razor-sharp monofilament tripwires that slash creatures moving through.

Mechanics

Creates difficult terrain in a 20-foot square. Moving through deals 2d4 Piercing/Slashing damage for every 5 feet.
VSM(a pinch of thorn seeds)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
3
Range
60 feet
School
Transmutation

Aegis Hard-Light Combat Sentries

3 (Abjuration)

Description

Three hovering hard-light sentries orbit you, striking any enemy that enters within 15 feet.

Mechanics

Hard-light sentries deal 3d8 Radiant/Force damage to enemies entering within 15 feet on a failed Wisdom save.
VSM(a holy symbol)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
3
Range
Self
School
Abjuration

Hard-Light Floating Turret

2 (Evocation)

Description

You manifest a hovering hard-light energy turret that shoots lasers as a bonus action.

Mechanics

Create a floating spectral turret. Make a melee spell attack dealing 1d8 + spellcasting modifier Force damage as a bonus action.
VSM(a miniature hammer)
Casting time
1 Bonus Action
Duration
Concentration, up to 1 minute
Level
2
Range
60 feet
School
Evocation

Neuro-Toxic Gas Venter

3 (Conjuration)

Description

A 20-foot sphere fills with foul neuro-toxic gas that causes targets to gag and become Incapacitated.

Mechanics

Creates a 20-foot sphere of yellow gas. Creatures failing a Constitution save are Incapacitated on their turn.
VSM(a rotten egg)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
90 feet
School
Conjuration

Sub-Dermal Concrete Shaping

4 (Transmutation)

Description

You instantly reshape a 5-foot cube of concrete, rock, or masonry into any form or door passageway.

Mechanics

Reshape a block of stone/concrete no larger than 5 feet in any dimension into a desired shape.
VSM(soft clay)
Casting time
1 Action
Duration
Instantaneous
Level
4
Range
Touch
School
Transmutation

Sub-Dermal Titanium Skin

4 (Abjuration)

Description

A target's skin hardens into rock-hard titanium plating, granting resistance to non-magical kinetic damage.

Mechanics

Target gains resistance to non-magical Bludgeoning, Piercing, and Slashing damage.
VSM(a pinch of diamond dust worth 100gp)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
4
Range
Touch
School
Abjuration

Orbital Thunderstorm Array

9 (Conjuration)

Description

A massive 360-foot hurricane storm clouds over the district, dealing torrential acid rain, lightning, and hail damage.

Mechanics

Creates a massive storm. Deals 2d6 Thunder damage, 1d6 Cold damage, 10d6 Lightning damage, and 2d6 Acid damage in stages.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
9
Range
Sight
School
Conjuration

Subliminal Behavioral Override

2 (Enchantment)

Description

You implant a compelling course of action into a target, forcing it to carry out the command.

Mechanics

Implant a reasonable command into a target on a failed Wisdom save. It carries out the task for up to 8 hours.
VM(a snake tongue)
Casting time
1 Action
Duration
Concentration, up to 8 hours
Level
2
Range
30 feet
School
Enchantment

Sub-Dermal Thermal Laser Beam

6 (Evocation)

Description

You project a 60-foot radiant laser beam from your chest focus that deals 6d8 Radiant damage each turn.

Mechanics

A 60-foot line of bright light deals 6d8 Radiant damage to creatures failing a Constitution save, and blinds them.
VSM(a magnifying glass)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
6
Range
Self (60-foot line)
School
Evocation

Orbital Solar Flare Nova

8 (Evocation)

Description

A blinding 60-foot sphere of solar plasma detonates, dealing 12d6 Radiant damage and blinding all targets.

Mechanics

A 60-foot sphere detonates dealing 12d6 Radiant damage to creatures failing a Constitution save, and blinding them.
VSM(a sunstone)
Casting time
1 Action
Duration
Instantaneous
Level
8
Range
150 feet
School
Evocation

Mag-Lock Trap / System Glyph

7 (Abjuration)

Description

You etch a deadly security glyph on a surface that triggers Death, Discord, Fear, Hopelessness, Insanity, Pain, or Sleep.

Mechanics

Inscribe a master glyph that triggers devastating status effects in a 60-foot sphere when activated.
VSM(mercury and diamond dust worth 1,000gp)
Casting time
1 minute
Duration
Until dispelled
Level
7
Range
Touch
School
Abjuration

Hard-Light Hydraulic Tether

5 (Transmutation)

Description

A hard-light kinetic beam grabs a creature or 5,000 lb object, lifting or throwing it across the field.

Mechanics

Move a creature or object weighing up to 5,000 lbs up to 30 feet in any direction on a failed Strength save.
VSM(a drop of oil)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
5
Range
60 feet
School
Transmutation

Encrypted Sub-Net Channel

5 (Divination)

Description

You establish a private 8-way encrypted telepathic channel across all team members.

Mechanics

Link up to eight willing creatures telepathically across any distance on the same plane.
VSM(two copper wires)
Casting time
1 Action
Duration
1 hour
Level
5
Range
Unlimited
School
Divination

Matrix Transit Network Shift

7 (Conjuration)

Description

You instantly phase your team through the global transit grid to any known location.

Mechanics

Teleport yourself and up to eight willing creatures to a destination you are familiar with.
VS
Casting time
1 Action
Duration
Instantaneous
Level
7
Range
10 feet
School
Conjuration

Transit Grid Node Circle

5 (Conjuration)

Description

You link a local chalk/digital circle to a permanent transit node anywhere in Neo-Tokyo.

Mechanics

Opens a 1-round portal linking your current circle to a permanent teleportation circle elsewhere.
VM(rare chalk and ink worth 50gp)
Casting time
1 minute
Duration
1 round
Level
5
Range
10 feet
School
Conjuration

Digital Hologram Utility

0 (Transmutation)

Description

You project minor digital glimmers, loud synth horns, or flickering lights to distract targets.

Mechanics

Create three minor sensory effects (booming voice, flickering lights, minor tremors, or sparks).
VS
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
30 feet
School
Transmutation

Acoustic Shockwave Pulse

1 (Evocation)

Description

A 15-foot blast of sonic shockwave force pushes enemies back 10 feet and shatters windows.

Mechanics

Each creature in a 15-foot cube takes 2d8 Thunder damage and is pushed 10 feet away on a failed Constitution save.
VS
Casting time
1 Action
Duration
Instantaneous
Level
1
Range
Self (15-foot cube)
School
Evocation

Quantum System Lag

9 (Transmutation)

Description

You freeze global time and digital streams around you for 1d4 + 1 rounds, taking actions freely.

Mechanics

Briefly stop time for 1d4 + 1 turns, during which you can move and act while all other creatures are frozen.
V
Casting time
1 Action
Duration
Instantaneous
Level
9
Range
Self
School
Transmutation

Deployable Micro-Bunker

3 (Evocation)

Description

You deploy a 10-foot hard-light opaque security dome that holds up to nine allies safely.

Mechanics

Creates an impenetrable 10-foot dome that holds up to nine creatures. The interior is climate-controlled.
VSM(a crystal drop)
Casting time
1 minute
Duration
8 hours
Level
3
Range
30 feet
School
Evocation

Neural Linguistic Translator

3 (Divination)

Description

You upload a universal translation script into a target, allowing it to understand all languages.

Mechanics

Target understands any spoken language it hears and can speak any language fluently for 1 hour.
VM(a clay model of a tower)
Casting time
1 Action
Duration
1 hour
Level
3
Range
Touch
School
Divination

Bio-Flora Transit Bypass

8 (Conjuration)

Description

You step into a living bio-plant and teleport out of another plant anywhere on the continent.

Mechanics

Step into a Large or larger plant and exit from another plant of the same kind anywhere on the same plane.
VS
Casting time
1 Action
Duration
1 round
Level
8
Range
10 feet
School
Conjuration

Rooftop Bio-Flora Jump

5 (Conjuration)

Description

You step into a living plant and teleport up to 500 feet to another plant as a bonus action.

Mechanics

Use 10 feet of movement to enter a plant and teleport to another plant within 500 feet once per turn.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
5
Range
Self
School
Conjuration

Biomass Rewrite Protocol

9 (Transmutation)

Description

You rewrite a target's physical code, mutating it permanently into any creature or object.

Mechanics

Transform a creature into any other creature or object permanently if concentration is held for 1 hour.
VSM(a drop of mercury)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
9
Range
5 feet
School
Transmutation

Executive Cloning Resuscitation

9 (Necromancy)

Description

You revive a target that died up to 200 years ago, constructing a brand new flawless body.

Mechanics

Restores a creature to life that died up to 200 years ago with full Hit Points and no missing body parts.
VSM(diamonds worth 25,000gp)
Casting time
1 hour
Duration
Instantaneous
Level
9
Range
Touch
School
Necromancy

Sub-Dermal Sensor Scan

6 (Divination)

Description

Your optics gain True Sight out to 120 feet, seeing through illusions, stealth cloaks, and matrix shifts.

Mechanics

Gain True Sight out to 120 feet for 1 hour, seeing through illusions, darkness, and secret doors.
VSM(a mushroom eye paste)
Casting time
1 Action
Duration
1 hour
Level
6
Range
Self
School
Divination

Sub-Dermal Targeting Paint

0 (Divination)

Description

Your HUD tags a target, granting you advantage on your next attack roll.

Mechanics

Gain advantage on your next attack roll against a target before the end of your next turn.
S
Casting time
1 Action
Duration
1 round
Level
0
Range
Self
School
Divination

Hard-Light Automation Unit

1 (Conjuration)

Description

You manifest an invisible hard-light drone that performs mundane tasks like cleaning, carrying gear, and pouring drinks.

Mechanics

Creates an invisible, unaligned force construct with STR 2 that performs simple physical chores.
VSM(string and wood)
Casting time
10 minutes
Duration
8 hours
Level
1
Range
60 feet
School
Conjuration

Bio-Nanite Life Drain

3 (Necromancy)

Description

You touch a target and siphon its life force, dealing Necrotic damage and healing yourself for half.

Mechanics

Make a melee spell attack dealing 3d6 Necrotic damage, healing yourself for half the damage dealt.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
3
Range
Touch
School
Necromancy

Subliminal Sonic Mockery

0 (Enchantment)

Description

You broadcast a sting of acoustic insults directly into a target's ear implant, dealing Psychic damage and giving disadvantage on its next attack.

Mechanics

Target failing a Wisdom save takes 1d4 Psychic damage and has disadvantage on its next attack roll. Scaling: Damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
V
Casting time
1 Action
Duration
Instantaneous
Level
0
Range
60 feet
School
Enchantment

Hard-Light Napalm Barrier

4 (Evocation)

Description

A 60-foot wall of roaring plasma fire erupts, burning creatures that pass through.

Mechanics

Creates a wall of fire up to 60 feet long, 20 feet high, and 1 foot thick. Passing through deals 5d8 Fire damage.
VSM(a piece of phosphorus)
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
4
Range
120 feet
School
Evocation

Hard-Light Kinetic Wall

5 (Evocation)

Description

An indestructible wall of hard-light force blocks physical attacks, bullets, and spells.

Mechanics

Creates an invisible, indestructible wall of force up to 10 10x10 foot panels. Nothing can pass through.
VSM(a clear glass lens)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
5
Range
120 feet
School
Evocation

Cryogenic Glitch Barrier

6 (Evocation)

Description

A 60-foot wall of solid ice blocks physical movement and deals Cold damage when shattered.

Mechanics

Creates a wall of ice up to 10 10x10 foot panels with 30 HP per panel. Breaching a panel deals 10d6 Cold damage.
VSM(a piece of quartz glass)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
6
Range
120 feet
School
Evocation

Sub-Dermal Concrete Rampart

5 (Transmutation)

Description

A 60-foot wall of solid reinforced concrete erupts from the pavement to provide cover.

Mechanics

Creates a wall of solid stone up to 6 10x10 foot panels with 30 HP per panel.
VSM(a small piece of granite)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
5
Range
120 feet
School
Transmutation

Monofilament Razor Wall

6 (Conjuration)

Description

A wall of razor-sharp monofilament tripwires and carbon thorns slashes creatures attempting to cross.

Mechanics

Creates a wall of monofilament thorns up to 60 feet long, 10 feet high, dealing 7d8 Piercing/Slashing damage to creatures entering.
VSM(a thorny twig)
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
6
Range
100 feet
School
Conjuration

Shared Damage Firewall

2 (Abjuration)

Description

You link your protective AC and saving throw bonuses to an ally, splitting incoming damage between you.

Mechanics

Target gains +1 AC and saving throws, and takes half damage from attacks, with you taking the other half.
VSM(two platinum rings worth 50gp)
Casting time
1 Action
Duration
1 hour
Level
2
Range
60 feet
School
Abjuration

Sub-Dermal Gills & Hydro-Filters

3 (Transmutation)

Description

You grant up to ten willing allies sub-dermal gill filters that allow them to breathe underwater.

Mechanics

Up to ten willing creatures gain the ability to breathe underwater for 24 hours.
VSM(a reed)
Casting time
1 Action
Duration
24 hours
Level
3
Range
30 feet
School
Transmutation

Hydro-Repulsor Surface Treaders

3 (Transmutation)

Description

You activate magnetic repulsor soles that allow up to ten allies to run across water surfaces.

Mechanics

Up to ten willing creatures gain the ability to move across liquid surfaces as if they were solid ground.
VSM(a piece of cork)
Casting time
1 Action
Duration
1 hour
Level
3
Range
30 feet
School
Transmutation

High-Tensile Cable Web

2 (Conjuration)

Description

A massive 20-foot cube of sticky monofilament cables traps and restrains creatures.

Mechanics

Fills a 20-foot cube with sticky web cables. Creatures entering must succeed on a Dexterity save or be Restrained.
VSM(a bit of spider web)
Casting time
1 Action
Duration
Concentration, up to 1 hour
Level
2
Range
60 feet
School
Conjuration

Neural Hallucinatory Overload

9 (Illusion)

Description

You flood all targets in a 30-foot sphere with terrifying neural illusions that deal 10d10 Psychic damage per turn.

Mechanics

Targets in a 30-foot sphere take 10d10 Psychic damage on a failed Intelligence save and become Frightened.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
9
Range
120 feet
School
Illusion

Aerosolized Cloud Flight

8 (Transmutation)

Description

You convert up to ten willing creatures into gaseous mist clouds that fly at 300 feet per round.

Mechanics

Up to ten willing creatures transform into gaseous mist clouds with a flying speed of 300 feet for 8 hours.
VSM(a bit of cotton)
Casting time
1 minute
Duration
8 hours
Level
8
Range
30 feet
School
Transmutation

Acoustic Deflection Barrier

2 (Evocation)

Description

A 50-foot wall of high-pressure acoustic wind deflects ranged attacks and pushes creatures back.

Mechanics

Creates a wall of high-pressure wind 50 feet long, 15 feet high that deflects ranged attacks and forces flying creatures back.
VS
Casting time
1 Action
Duration
Concentration, up to 1 minute
Level
2
Range
120 feet
School
Evocation

Quantum Matrix Alteration

9 (Conjuration)

Description

You alter reality itself by rewriting the core digital source code of the universe to grant any desired spell effect.

Mechanics

The ultimate spell. Duplicates any 8th-level or lower spell instantly without components, or alters reality at severe risk.
V
Casting time
1 Action
Duration
Instantaneous
Level
9
Range
Self
School
Conjuration

Emergency Extraction Beacon

6 (Conjuration)

Description

You and up to five allies instantly teleport to a pre-designated safehouse or medical extraction point.

Mechanics

Instantly teleports you and up to five willing creatures to a sanctuary location designated when you last rested.
V
Casting time
1 Action
Duration
Instantaneous
Level
6
Range
Self
School
Conjuration

Biometric Truth Scanner

2 (Enchantment)

Description

You project an acoustic truth-field that prevents creatures inside a 15-foot sphere from speaking deliberate lies.

Mechanics

Creatures in a 15-foot sphere failing a Charisma save cannot tell a deliberate lie while inside the area.
VS
Casting time
1 Action
Duration
Concentration, up to 10 minutes
Level
2
Range
60 feet
School
Enchantment

Aggro Intercept Lock

1 (Divination)

Description

By broadcasting an invasive, high-priority threat ping over open comms channels and spoofing nearby optic HUDs, you force a hostile combatant’s targeting systems and attention to lock onto you. You project your heavily armored frame as the primary tactical threat, drawing their fire away from squishy squadmates and defenseless civilians.",

Mechanics

You attempt to compel a creature into a 1-on-1 engagement. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your high-decibel threat override. \n The target has disadvantage on attack rolls against creatures other than you. \n The target must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you. If it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. \n The spell ends early if:\n You attack any other creature.\n You cast a spell/program that targets a hostile creature other than the target.\n A creature friendly to you damages the target or casts a harmful spell/program on it\n You end your turn more than 30 feet away from the target.
V
Casting time
1 Bonus Action
Duration
1 minute
Level
1
Range
School
Divination
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