Spells
NeoTokyo Starter Guide
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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Casting time
- 1 Action
- Duration
- Concentration, up to 10 minutes
- Level
- 6
- Range
- 100 feet
- School
- Conjuration
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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Casting time
- 1 Bonus Action
- Duration
- 1 minute
- Level
- 1
- Range
- School
- Divination
On this page
- Corrosive Flechette Pulse
- Chem-Solvent Spray
- Bio-Nanite Overclock
- Sensor Perimeter Ping
- Aggro Intercept Lock
- Sub-Dermal Flesh-Craft
- Critter Subroutine Override
- Bio-Drone Data Relay
- Bio-Drone Swarm Reconfiguration
- Cyber-Corpse Rigging
- Automated Hardware Hijack
- Bio-Organic Exclusion Field
- Null-Mana Damping Dome
- Subliminal Beacon / Repulsion Signal
- Micro-Drone Optical Scanner
- Hard-Light Power-Glove
- Biometric Firewall Lockout
- Monomolecular Energy Blade
- Firmware Signature Mask
- Astral-Net Projection
- Predictive Data Analytics
- Consciousness Uplink Routine
- Subliminal Glitch Injection
- Matrix Isolation Quarantine
- Sub-Dermal Kinetic Weave
- High-Priority Signal Broadcast
- Black ICE Corruption Malware
- High-Voltage Cable Swarm
- Hard-Light Razor Grid
- Neural Precision Boost
- Cellular Decay Beam
- Optical Glitch / Acoustic Jammer
- Phase-Shift Glitch
- Holographic Optical Camouflage
- High-Voltage Tracker Strike
- Sub-Dermal Flame-Venter
- Orbital Plasma Strike
- Subliminal Neural Pacifier
- Arc-Discharge Network
- Subliminal Override
- Necrotic Signal Freeze
- Bio-Nanite Liquefaction Field
- Remote Drone Feeds
- Replicant Biomass Vats
- Sector 17 Neuro-Toxin Vapor
- Strobe Light Flashbang
- Subconscious Neural Override
- Deep-Net Matrix Query
- Ley-Line Environmental Ping
- Universal Neural Translator
- Behavioral Routing Override
- Liquid Nitrogen Venter
- Neural Feedback Loop
- Bio-Drone Deployment Routine
- Astral Entity Manifestation
- Elemental Ley-Line Manifestation
- Spirit-Critter Summons
- Sub-Elemental Micro-Manifestation
- Urban Spirit-Critter Swarm
- Deep Matrix AI Link
- Cyber-Infection Protocol
- Automated Trigger Subroutine
- Hard-Light Perpetual Beacon
- Hydro-Pump Regulation
- Atmospheric Arcology Regulator
- Code-Interrupt Firewall
- Synth-Ramen & Hydro-Synthesizer
- Atmospheric Moisture Collector
- Advanced Cyber-Zombie Fabrication
- Hard-Light Materializer
- Rapid Bio-Nanite Patch
- Floating LED Micro-Drones
- Optical Smoke & Chaff Spray
- Thermal-Optic Augmentation
- High-Lumen Flare Beacon
- Emergency Defibrillator Bio-Stasis
- Time-Delayed Plasma Charges
- Virtual Data-Vault Construction
- Threat & Malice Scanner
- Mana & Signal Scanner
- Bio-Tox & Pathogen Analyzer
- Neural Mind Probe
- Phase-Shift Teleport
- Holographic Skin-Spoofer
- Particle Disassembly Beam
- Malicious Entity Purge
- Code Scrub & Firewall Purge
- Quantum Predictive Analytics
- High-Voltage Combat Coating
- Subliminal Master Broadcast
- Bio-Drone Master Override
- Neural Core Master Hijack
- Subliminal Neural Hijack
- Virtual Reality Simulation Injection
- Micro-Ecology Manipulator
- Seismic Structural Breaker
- Ghost-Byte Beam
- Bio-Algorithmic Overclock
- Nanite Biomass Modifier
- High-Tensile Cable Snare
- Subliminal Broadcast Hype
- Phase-Shift Infiltration Protocol
- Adrenaline Overclock Routine
- Ocular Cyber-Blight
- Nanite 3D-Fabrication Array
- Bio-Luminescent Target Marker
- Cyber-Hound Security Sentry
- Bio-Synthetic Cell Injector
- Neural Terror Feedback
- Kinetic Inertia Dampener
- System Code Scrambler
- Recon Drone Familiar
- Cyber-Steed Deployment
- GPS Route Algorithm
- Automated Hazard Sweep
- Bio-Disassembly Neural Beam
- High-Voltage Plasma Arc
- Thermal & Reactive Shielding
- Orbital Plasma Bombardment
- Plasma Detonation Sphere
- Monomolecular Heat Blade
- Orbital Precision Strike
- Plasma Geysers
- Cybernetic Petrification Virus
- Repulsor Cargo Disk
- Repulsor Thruster Flight
- Acid Fog Chemical Venter
- District Security Lockdown
- Hard-Light Laser Cage
- Quantum Predictive Reflexes
- Neural Restraint Override
- Cryogenic Blast Sphere
- Aerosolized Bio-Gaseous Form
- Matrix Portal Breach
- Biometric Command Firmware
- Cryo-Stasis Preservative
- Bio-Drone Mutagen Exposure
- Subliminal Silver-Tongue Protocol
- Null-Mana Damping Barrier
- Mag-Lock Trap / Sensor Glyph
- Synth-Berry Nutrient Capsules
- Conductive Friction Lubricant
- Hard-Light Thermo-Optic Stealth Cloak
- Bio-System Purge Script
- Aegis Hard-Light Sentry
- Arcology Sub-System Wards
- Sub-Dermal Targeting Assistant
- High-Velocity Gyro-Bolt
- Pneumatic Air-Cannon Blast
- Ley-Line Sacred Ground Sanctification
- Holographic Environmental Simulator
- Bio-Cellular Rot Wave
- Synaptic Overclock Stim
- High-Priority Medical Triage
- Emergency Nanite Patch
- Thermal Induction Arc
- High-Voltage Neural Backlash
- Synthesized Executive Feast
- Adrenaline Adrenal Overdrive
- Subliminal Neural Hysteria
- Neural System Freeze (Boss)
- Neural System Freeze
- Aegis Divine Protective Aura
- Smart-Link Target Tag
- Strobe-Pulse Disorientation
- Cryogenic Hailstorm
- Hardware Telemetry Analysis
- Encrypted Scripting
- Deep Matrix Imprisonment
- Incendiary Plasma Cloud
- Bio-Tox Touch
- Locust Drone Swarm
- Teleporting Supply Crate
- Thermo-Optic Camouflage Field
- Subliminal Rave Protocol
- Sub-Dermal Hydraulic Jump
- Mag-Lock Breaker
- District History Query
- Targeted Cell Purge
- Magnetic Repulsor Lift
- LED Spotlight Beam
- High-Voltage Arc Discharge
- GPS Botanical Tracker
- Biometric Target Tracker
- Asset RFID Tracker
- Sub-Dermal Muscle Overclock
- Sub-Dermal Ballistic Weave
- Hard-Light Kinetic Force-Palm
- Null-Signal Frequency Barrier
- Consciousness Trapping Drive
- Targeting Smart-Micro-Missiles
- Voice-Synthesized Interface
- Monomolecular Edge Coating
- Virtual Arcology Penthouse
- Holographic Projection Matrix
- High-Priority Nanite Resuscitation
- Executive Medical Regeneration
- Emergency Nanite Broadcast
- Subliminal Crowd Manipulation
- Matrix Firewall Isolation Cell
- Sub-Dermal Concrete Integration
- Micro-Solder Quick-Patch
- Subliminal Comms Ping
- Orbital Kinetic Carpet-Bomb
- Neural Firewall Encryption
- Holographic Projection Mesh
- District-Wide Holo-Sim
- Optical Decoy Shimmer
- Active Optical Camouflage
- Phase-Blink Step
- Memory Reprogramming Virus
- Lunar Energy Beam
- Sub-Dermal Concrete Sculpting
- Signal Jammer Mask
- Low-Signature Stealth Protocol
- Structural Vaporizer Tunnel
- Subliminal Terror Nightmare
- Cyber-Bike Fast-Deploy
- Astral Contractor Proxy
- Astral Contract Binding
- Matrix Transit Shift
- Accelerated Bio-Flora Growth
- Aerosolized Bio-Toxin Jet
- Bio-Form Mutagen Overwrite
- Kill-Code Execution Protocol
- Neural Shock-Stun Protocol
- Emergency Cellular Triage
- Micro-Holo & Acoustic Utility
- Prismatic Refraction Laser Strike
- Hard-Light Prismatic Citadel
- Data-Vault Isolation Chamber
- Sub-Dermal Plasma Arc Emitter
- Hard-Light Timed Hologram
- Hard-Light Holo-Avatar
- Elemental Shielding Protocol
- Aegis Anti-Corporate Protection
- Bio-Tox Antitoxin Injector
- Bio-Filter Purifier
- High-Tier Cybernetic Resuscitation
- Sub-Dermal Bio-Siphon
- Cryo-Beam Cannon
- Bio-Nanite Cellular Regeneration
- Replicant Genetic Resynthesis
- Firewall Malware Scrub
- Hard-Light Containment Sphere
- Emergency System Defenses
- Full Cybernetic Reconstruction
- Gravitational Inversion Field
- Field Defibrillator Pulse
- Deployable Micro-Safehouse
- Sub-Dermal Laser Beam
- Aegis Hard-Light Barrier
- Thermite Cluster Launch
- Matrix Scrying Drone
- Encrypted Stash Lockbox
- Thermal Optics Sweep
- Holographic Persona Cloak
- Wireless Audio/Text Signal
- Deep-Net Data Vault Stasis
- Biological Species Overwrite
- Acoustic Shatter Pulse
- Sub-Dermal Reactive Firewall
- Aegis Kinetic Barrier
- Monofilament Weapon Coating
- High-Voltage Taser Palm
- Acoustic Muffle Field
- Holographic Decoy Display
- Hard-Light Replicant Construct
- Subliminal Sleep Signal
- Cryogenic Blizzard Cloud
- Neural Reflex Delay
- Stabilization Defibrillator Ping
- Critter Neural Interlink
- Cyber-Zombie Neural Interlink
- Bio-Flora Interlink
- Pneumatic Wall-Climber Actuators
- Monofilament Trap Array
- Aegis Hard-Light Combat Sentries
- Hard-Light Floating Turret
- Neuro-Toxic Gas Venter
- Sub-Dermal Concrete Shaping
- Sub-Dermal Titanium Skin
- Orbital Thunderstorm Array
- Subliminal Behavioral Override
- Sub-Dermal Thermal Laser Beam
- Orbital Solar Flare Nova
- Mag-Lock Trap / System Glyph
- Hard-Light Hydraulic Tether
- Encrypted Sub-Net Channel
- Matrix Transit Network Shift
- Transit Grid Node Circle
- Digital Hologram Utility
- Acoustic Shockwave Pulse
- Quantum System Lag
- Deployable Micro-Bunker
- Neural Linguistic Translator
- Bio-Flora Transit Bypass
- Rooftop Bio-Flora Jump
- Biomass Rewrite Protocol
- Executive Cloning Resuscitation
- Sub-Dermal Sensor Scan
- Sub-Dermal Targeting Paint
- Hard-Light Automation Unit
- Bio-Nanite Life Drain
- Subliminal Sonic Mockery
- Hard-Light Napalm Barrier
- Hard-Light Kinetic Wall
- Cryogenic Glitch Barrier
- Sub-Dermal Concrete Rampart
- Monofilament Razor Wall
- Shared Damage Firewall
- Sub-Dermal Gills & Hydro-Filters
- Hydro-Repulsor Surface Treaders
- High-Tensile Cable Web
- Neural Hallucinatory Overload
- Aerosolized Cloud Flight
- Acoustic Deflection Barrier
- Quantum Matrix Alteration
- Emergency Extraction Beacon
- Biometric Truth Scanner
- Aggro Intercept Lock