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  The Modern Grimorie
  The Modern Grimorie
  The Modern Grimorie
  The Modern Grimorie
  The Modern Grimorie
  Written by Chris A. Field
  Cover Artwork by: John Picot.
  Interior Artwork by: Amanda Webb, John Picot, Anthony Cournoyer
  LPJ Designs Image Portfolio, Sade, Sphere Productions, Golden Cobra Games.
  All images are copyright their respective creators and are used with permission.
  Otherverse Games
  www.otherversegames.blogspot.com
  System Merge
  The Modern Spellcaster provides a way for D20 Modern characters to cast any spell in the
  Pathfinder Roleplaying Game, up to and including world-shattering ninth level spells!
  Requires the Use of the D20 Modern Core Rulebook Published by Wizards of the Coast.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  The needs of the day define the magic of the day.
  In ages past, spells enchanted swords so
  they could slice through the ectoplasmic bodies of
  ghosts, torches were made everburning, supple
  wood was hardened to iron, and the speech of the
  dragons held ancient words of power. And while
  Modern Spellcasters might use the old magic,
  including using ancient spells their original creators
  never intended, the old magics have lost some of
  their luster in the modern world. What good is
  ironwood in a world where carbon nanotubes exist,
  how does flamestrike stack up against incendiary
  sabot rounds, and what good is the ability to sing the
  language of dragons in a world where the great
  wyrms are long since extinct?
  The Modern Grimorie is a collection of new
  spells for use in any modern magic or science-
  fantasy campaign, including campaigns set in any of
  Otherverse Games’ four main campaign worlds:
  Black Tokyo, Galaxy Command, Otherverse
  America, and Psi-Watch. Inside you’ll also find a
  selection of rules toggles that alter the way magic
  works in your campaign.
  New Spells for the
  New Spells for the
  New Spells for the
  New Spells for the
  New Spells for the
  Modern Spellcaster
  Modern Spellcaster
  Modern Spellcaster
  Modern Spellcaster
  Modern Spellcaster
  The following new spells are defined in
  terms of Pathfinder Roleplaying Game levels,
  referencing the spellcasting classes in the core
  rulebook and some of my favorite casters from the
  Advanced Player’s Guide. This allows you to
  easily use these spells in an anachronistic or cross-
  genre Pathfinder Roleplaying Game campaign- my
  own upcoming Masters of Endara setting is a world
  
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  where barbarian heroes are equally likely to fight
  with sword or blaster, making these spells a natural
  fit for that campaign. Remember though that the
  Modern Spellcaster Basic Class for D20 Modern
  can choose spells from any class list, and if a spell is
  different levels across multiple classes, the Modern
  Spellcaster earns it at the lowest possible level.
  Zero Level
  Zero Level
  Zero Level
  Zero Level
  Zero Level
  1. Cosmetic Healing (remove scarring, brands
  or tattoos in small area)
  2. Date (accurately determine the age of a
  touched object)
  3. Deep Bowls (slightly increases the amount
  of food in a meal)
  4. Fertility Control (magically prevent or ensure
  pregnancy for a day)
  5. Haywire (causes a device to behave
  erratically)
  6. Illusory ID (create a randomized fake ID of
  a specific type)
  7. Infographic (read a lengthy text as a full
  round action)
  8. Media Mend (repairs a damaged piece of
  media)
  9. Re-Energize (imbue a candy bar or energy
  drink with ability to remove fatigue)
  10. Sanitizing Touch (remove micro-organisms
  and forensic traces from a 5 ft cube)
  11. Tweet (send very short message to
  electronic device)
  12. Weathering (you age an inanimate object)
  First Level
  First Level
  First Level
  First Level
  First Level
  13. Arcane Recharge (recover Spell Points by
  touching live current, but suffer 1d3
  Electrical damage per Spell Point)
  14. Ballistic Talons (fingernails become deadly
  missiles inflicting 1d8+1 slashing per two
  caster levels, to a maximum of five
  independently targeted talons)
  15. Child Ward (prevent children from entering
  a warded area)
  16. Dataread (perceive machine readable data
  by merely touching the storage device)
  17. Datawipe (purge the data stored on a
  computer or device)
  18. Detect Radiation (see aura around
  radioactive objects and creatures)
  19. Electronic Inventory (gain a complete list of
  all electrical devices worn, carried or
  implanted on a character)
  20. Entropic Burst (age target 1d6 years per
  caster level)
  21. Firefast (touched firearm gains the ability to
  fire in automatic and semi-auto modes)
  22. Know Lusts (determine a target’s sexual
  orientation and other sexual preferences)
  23. Lesson in Manners (punish a target for rude
  behavior with a mystic slap that inflicts 1d6
  points of non-lethal damage/level)
  24. Metal Stealth (hide a Medium or smaller
  ferrous object, up to 10 lbs per level, from
  detection by metal detectors or other
  sensors)
  25. Pride of the Collection (summon art objects
  from a parallel world)
  26. Smart Meal (encode a luck bonus equal to
  your ranks in a chosen skill into a meal that
  can be shared by multiple creatures)
  27. Universal Coupon (create a magic coupon
  to reduce the Purchase DC of an item or
  service by -2)
  28. Xeno-Study (gain anatomical and biological
  information about a single alien creature, act
  is if you had the Xeno-Medic feat in regard
  to that creature)
  Second Level
  Second Level
  Second Level
  Second Level
  Second Level
  29. Anti-Tank Dog (transform an animal into a
  living, seeking bomb that inflicts 1d6 points
  of fire damage / caster level)
  30. Bumper Sticker Curse (vehicle fails to
  operate until a specific decoration is
  removed)
  31. Custom Mod (modify a device to your
  specifications with a touch)
  32. Falsify Forensics (spell provides convincing,
  false evidence at a crime scene)
  33. Geo-Political Awareness (long term spell
  provides +1 or better on certain knowledge
  
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  checks and +1 on Initiative checks against a
  particular threat group)
  34. Hunter’s Spear (target takes 2d6 piercing
  and may be pulled adjacent to the caster by
  magical spear and line)
  35. Juryrig (transform useless junk into a
  working but fragile mechanical device)
  36. Lifekill (inflict damage equal to 3d6 + 1 per
  Lifechained feat possessed by the target
  against Lifechained creatures)
  37. Machine Invisibility (renders a subject
  creature or object immune to high tech
  detection)
  38. Open All Night (create phantom employees
  to briefly reopen a closed business)
  39. Reflect the Camera (reverse the angle of a
  photograph to see additional details)
  40. Reload (instantly reload a touched firearm)
  41. Spellslinger (add INT modifier as insight
  bonus on ranged attack rolls with modern
  ranged weapons, or discharge this spell for a
  damage bonus on a successful hit)
  42. Synthesize Drugs (create a single dose of
  any non-magical drug)
  43. Visual Feast (immune to hunger and thirst as
  long as you watch others eat)
  Third Level
  Third Level
  Third Level
  Third Level
  Third Level
  44. Addiction Purge (eliminate drugs, poisons
  and chemicals from the system, provides
  automatic successes on saves against drug
  addiction)
  45. Armored by Failure (receive DR 1/magic
  per each ally or minion slain)
  46. Bird Flight (increase an aircraft’s
  maneuverability and speed, and allow it to
  be healed as if it were alive)
  47. Cop Ward (prevents police officers and
  informants from entering a warded area)
  48. Electronic Sweep (gain a complete list of all
  electronic devices within a 60 ft cone)
  49. Fire Focus (magic laser initially inflicts 1d8
  fire damage, but this doubles each round the
  laser beam is trained on a single target)
  50. Fuel the Engine (provide fuel for a touched
  machine for 1 hour/3 caster levels)
  51. Internalized Knowledge (sacrifice 4 ranks
  and class skill status in a particular
  Knowledge to permanently gain +1
  Intelligence)
  52. Machine Invisibility, Vehicular (as machine
  invisibility but affects vehicles up to size
  Colossal)
  53. Millionaire’s Scourge (damage target in
  proportion to its wealth)
  54. Necrotic Shot (imbue bullet with
  necromantic energy that turns HP loss from
  the wound permanent and prevents easy
  healing)
  55. Penetrating Energy Weapon (touched
  energy weapon temporarily deals damage
  without a specific energy type and not
  subject to energy resistance)
  56. Photomapping (know the exact location
  where a photograph was taken)
  57. Radiation Purge (make an area one step less
  radioactive per 3 caster levels)
  58. Recharge the Body (touch live electrical
  current to remove debilitating status
  conditions)
  59. Sniping Laser (ultra-long range version of
  magic missile inflicts 1d10 force damage
  per 2 caster levels, to a maximum of 5d10
  force)
  60. Weapons Upgrade (permanently transform a
  weapon into a superior weapon of the same
  basic type)
  Fourth Level
  Fourth Level
  Fourth Level
  Fourth Level
  Fourth Level
  61. Amphibious Vehicle (allow enclosed land
  vehicle to operate on water)
  62. Arcane Capacitor (store Spell Points in an
  object for later use)
  63. Arcane Leech (steal 1d8 + INT mod Spell
  Points from a victim and recover the same
  amount of Spell Points yourself)
  64. Copperblast (Copper sheath reduces
  target’s speed by 10 ft, causes them to
  become heavily encumbered and Vulnerable
  to Electricity)
  65. Digitize Familiar (turn your familiar into
  electronic data that can be stored or
  transmitted, even copied)
  
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  66. Disintegrate Armor (destroy a target’s armor
  and shield)
  67. Fostering (transform an infant of a different
  species to a member of your own race)
  68. Ghost Chassis (summon an ectoplasmic
  automobile for one hour / level)
  69. Identify Subject (learn the name of a
  photographed creature)
  70. Kinetic Slam (inflict 1d8 bludgeoning
  damage per level with no damage cap, and
  knocks back the target)
  71. Liquidize Wealth (destroy a valuable object
  to permanently increase your Wealth bonus)
  72. Lifeward (prevent Lifespawn from
  approaching, and inflict penalties on those
  that remain)
  73. Machine Invisibility, Greater (as
  machine invisibility but affect is not
  broken if subject attacks)
  74. Nerve Fire (mental version of
  fireball inflicts 1d8 points of fire
  damage / level and is resisted with
  WILL Save, not REF save)
  75. Rocket Launcher (summon a
  magic bazooka for 1 round / level)
  76. Pan-Immunity (touched creature
  becomes immune to radiation, poison
  and non-magical disease)
  77. Psychedelic World (create a zone
  of shifting color where all creatures
  are treated as being chaotic and more
  vulnerable to illusion effects)
  78. Sudden Flowering (all metal
  objects in a 30 ft sphere become
  wood, fruit and plant matter)
  79. Techno-Allergy (spell’s victim
  becomes allergic to the modern
  world, suffering increased armor
  check and spell failure chances in
  artificial armor and suffering 1d4
  points of acid damage when touching
  metal or plastic)
  Fifth Level
  Fifth Level
  Fifth Level
  Fifth Level
  Fifth Level
  80.Cyber Surgery (implant cybernetic
  implant in a creature by touch)
  81. Gene Shift (genetically re-engineer
  a creature by touch)
  82. Late Train (create a ghostly subway train to
  carry you to a chosen destination)
  83. Machine Invisibility, Vehicular, Greater (as
  machine invisibility, vehicular, but affect
  does not end if subject vehicle attacks)
  84. Minutes Become Hours (enchant a room so
  time passes more quickly inside)
  85. Necrotic Shot, Greater (as Necrotic Shot
  but affects all bullets in a clip or revolver)
  86. Occupational Hazard (members of a specific
  class suffer 1d10 points of damage per class
  level)
  87. Phantom Bullets (turn up to 50 bullets into
  incorporeal projectiles that only harm their
  intended target and ignore armor and cover)
  
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  88. Spreading Sedition (enemy troops cannot
  assist one another and may be more
  completely mind controlled if enough of
  them fail their saving throw)
  89. Raise Neverborn (create a Neverborn from
  human fetal tissue)
  90. Thin the Atmosphere (transform a huge area
  into a low oxygen environment for one
  round)
  Sixth Level
  Sixth Level
  Sixth Level
  Sixth Level
  Sixth Level
  91. Disintegrate Armor, Mass (as Disintegrate
  Armor, but affects multiple targets)
  92. Lifespawn Mutation (grant a touched
  creature the Awakened Heritage feat,
  making them a Lifespawned superhuman)
  93. Mecha-Genesis (create one or more Star
  Droids from computer components)
  94. Nuclear Winter (atomic hail storm deals 3d6
  bludgeoning and 2d6 cold damage plus
  radioactivity per round of exposure)
  95. Rain of Artillery (powerful spell inflicts
  6d6+1d6 per level fire damage on targets up
  to several miles away)
  96. Submersible Vehicle (as Amphibious Craft,
  but vehicle can also travel underwater)
  97. Techno-Allergy, Greater (as Techno-Allergy,
  but increased penalties and damage)
  98. Traveler’s Passport (teleport flawlessly to
  the customs checkpoint of any country or
  region you have visited previously)
  99. Transfigure Species (permanently alter a
  willing creature’s species)
  100.Twist Lifeskein (change a Lifechained
  creature’s genetic heritage and powers)
  101.Viral Meme (create a magical logo that aids
  you in diplomacy and business)
  Seventh Level
  Seventh Level
  Seventh Level
  Seventh Level
  Seventh Level
  102.Arcane Lock Down (prevent other Modern
  Spellcasters from expending Spell Points,
  while retaining their use yourself)
  103.Cyber Surgery, Offensive (implant
  cybernetic implant in unwilling creature, who
  is also fatigued for number of hours equal to
  your caster level)
  104.Death and Rebirth of Heroes (create
  multiple new Powered Heroes from slain
  post-humans)
  105.Techno-Allergy, Mass (as Techno-Allergy,
  but affects one creature / level)
  106.Undo Extinction (create a small breeding
  population of a long extinct animal, plant or
  vermin species)
  107.Warp Envelope (shunt a single starship into
  hyperspace for a single journey)
  Eighth Level
  Eighth Level
  Eighth Level
  Eighth Level
  Eighth Level
  108.Downloaded Intelligence (create a powerful
  Full Conversion Cyborg servant from a
  disembodied AI)
  109.Kinetic Kill Weapon (depleted uranium
  spear inflicts 10d10 +1d10 per 2 caster
  levels damage on target, knocks target and
  adjacent characters prone and creates
  difficult terrain)
  110.Sat-Kill (annihilate all satellites whose
  footprint includes a 20 mile radius of your
  current position)
  Ninth Level
  Ninth Level
  Ninth Level
  Ninth Level
  Ninth Level
  111.Dark Passover (horrid rains inflict 1d6
  points of CON damage/round on all
  creatures in a massive area not bearing a
  protective symbol)
  112.Grand Terraforming (transform a planet into
  a duplicate of the caster’s homeworld)
  113.Rain of Artillery (Heavy) (very powerful
  spell inflicts 6d10+1d10 per level fire
  damage on targets up to several miles away
  with no maximum damage cap!)
  114.Segregating Fog (cold magical fog
  temporarily shunts an entire city to the Plane
  of Shadows)
  115.Speciate (grant a geographically isolated
  species new racial abilities to create a new
  subspecies)
  
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  Tenth Level (epic)
  Tenth Level (epic)
  Tenth Level (epic)
  Tenth Level (epic)
  Tenth Level (epic)
  116.City From a Distant Age (temporarily
  transform an entire city into a historical
  equivalent)
  117.Singularity Lock (seal an entire solar
  system, preventing FTL travel to or from the
  system)
  118.Technological Singularity (increase a
  world’s Progress Level and grant its
  population a single tech-related feat)
  119.Uplift (permanently increase an entire
  species’ intelligence and grant the Psionic
  subtype to all offspring)
  Where Is [Spell Name]
  Where Is [Spell Name]
  Where Is [Spell Name]
  Where Is [Spell Name]
  Where Is [Spell Name]
  From D20 Modern?
  From D20 Modern?
  From D20 Modern?
  From D20 Modern?
  From D20 Modern?
  As I was writing this PDF, I gathered spells
  from a variety of sources, as described on the OGL
  page. One of these sources, naturally was the D20
  Modern SRD, which included content from Urban
  Arcana. While I converted over many spells from
  this source, I didn’t include all of ‘em by any means.
  Why not?
  Many of the D20 Modern spells were
  modified versions of existing fantasy spells, and as
  such they are unnecessary to the Modern
  Spellcaster, who has nine full levels of Pathfinder
  Roleplaying Game spells to choose from. So while
  some spells may be missing, rest assured you’re
  getting a thematically complete list of spells for the
  modern era, or even for the future.
  Addiction Purge
  Addiction Purge
  Addiction Purge
  Addiction Purge
  Addiction Purge
  School conjuration (healing)
  Level alchemist 4, druid 3, cleric 3, witch 3
  Casting Time one standard action
  Components V, S, M (a vial of sterile water)
  Range touch
  Duration instant
  Saving Throw FORT negates
  Spell Resistance Yes
  This spell forces unnatural chemicals from
  the body and mind. When this spell is cast, it
  immediately ends the effect of any drug or poison
  affecting the body, also purging any active potions or
  temporary gene-mods. This spell provides one
  automatic successful saving throw per three caster
  levels on any attempts to resist or overcome an
  ongoing addition. This spell requires a successful
  melee touch attack against an unwilling target.
  Amphibious Vehicle
  Amphibious Vehicle
  Amphibious Vehicle
  Amphibious Vehicle
  Amphibious Vehicle
  School  transmutation Level sorc/wiz 4
  Casting Time one standard action
  Components V, S, M (a line of blue or white paint
  traced over the desired waterline of the vehicle)
  Range touch
  Duration 10 minutes / level
  Saving Throw None (object)
  Spell Resistance No (object)
  This spell enables a fully enclosed land
  vehicle (such as a car or truck but not a motorcycle)
  to operate on water as if it were a watercraft, though
  at a much-reduced level of performance. The vehicle
  suffers the following
  •
  -2 penalty to Initiative
  •
  -4 penalty to Maneuver
  •
  Top Speed (including chase scale speed)
  reduced by 75%
  A vehicle affected by this spell sits in the
  water, with the waterline level with the painted
  waterline that began the spell. If the doors, hood,
  trunk or tailgate of the vehicle are opened while the
  vehicle is in the water, the spell is broken. However,
  windows, sunroofs and convertible tops, ect, may all
  be operated normally without jeporadizing the
  vessel’s seaworthiness.
  
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  This spell does not function if cast on a
  semi-real or quasi-real vehicle, such as one created
  by magic or an Object Philosophy.
  Anti-Tank Dog
  Anti-Tank Dog
  Anti-Tank Dog
  Anti-Tank Dog
  Anti-Tank Dog
  School evocation (fire) (evil)
  Level sorc/wiz 2, witch 2
  Casting Time one standard action
  Components V, S, M (a living dog or other similar
  animal)
  Range touch
  Duration 1 minute/level
  Saving Throw REF half (see text)
  Spell Resistance Yes
  This cruel spell charges a living animal with
  unstable magical energies that will eventually, and
  spectacularly, transform it into an unwilling suicide
  bomber. When this spell is cast on a non-magical,
  non-sentient animal of CR 1 or lower, this spell
  transforms them into a weapon.
  The animal gains the ability to recognize and
  seek out a particular target by appearance
  (recognizing a target’s species, gender, skin color,
  distinct uniform, or a particular type of vehicle, such
  as a tank or bus) designated by you at the time this
  spell is cast. This spell offers no control over the
  animal, though the animal will flee towards the
  nearest concentration of designated targets. The
  animal will charge the target creature(s), when first
  encountered, attempting to catch as many within its
  blast radius as possible. The animal detonates when
  the spell’s duration ends, when it is killed, or when it
  is adjacent to a target, inflicting 1d6 points of fire
  damage per caster level (maximum 5d6).
  Arcane Capacitor
  Arcane Capacitor
  Arcane Capacitor
  Arcane Capacitor
  Arcane Capacitor
  School evocation (electricity)
  Level Modern Spellcaster 4
  Casting Time one minute
  Components V, S, F (a capacitor from a circuit,
  enwrapped with golden wire worth 50 gp/Purchase
  DC 7)
  Range touch
  Duration one year or until discharged
  Saving Throw No (object)
  Spell Resistance No (object)
  This spell charges an ordinary capacitor,
  scavenged from an old TV set or computer, into a
  mystical battery storing magic energy. At the moment
  the spell is cast, the Modern Spellcaster chooses to
  imbue the capacitor with any number of Spell Points.
  The device then stores these spell points for up to a
  year (and also becomes highly magnetic). Any
  Modern Spellcaster can draw upon the stored
  energy to replenish his Spell Point pool as a full
  round action. The arcane capacitor is a single use
  item, crumbling away to dust and metal flakes once
  the energy stored inside is expended.
  Arcane Leech
  Arcane Leech
  Arcane Leech
  Arcane Leech
  Arcane Leech
  School necromancy Level Modern Spellcaster 4
  Casting Time one standard action
  Components V, S
  Range touch
  Duration one round / level (D)
  Saving Throw None Spell Resistance Yes
  When this spell is cast, a purple and azure
  nimbus of energy that appears strangely sharp and
  painful to look out appears around your fingers. By
  making a melee touch attack against another
  Modern Spellcaster, you remove 1d8 + your INT
  modifier Spell Points from his pool and restore the
  same amount of Spell Points to your pool. Stolen
  Spell Points recover normally, if the creature
  survives. This spell has no effect on creatures
  without Spell Points.
  Arcane Lock Down
  Arcane Lock Down
  Arcane Lock Down
  Arcane Lock Down
  Arcane Lock Down
  School abjuration Level Modern Spellcaster 7
  Casting Time one standard action
  Components V, S, M (a diamond worth 5,000 gp/
  Purchase DC 23)
  Range a 90 ft burst, centered on yourself
  Duration one round / level
  Saving Throw WILL negates (yes)
  Spell Resistance Yes
  This spell creates a glittering, golden sphere
  of mystical force, which deadens the flow of magic.
  Within the area, all Modern Spellcasters other than
  yourself lose the ability to expend Spell Points unless
  they succeed at a WILL Save. You yourself retain
  
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  the ability to use Spell Points, but to a limited
  degree. Each round, you can only expend Spell
  Points equal to your INT modifier or less.
  This spell has no effect on abilities or forms
  of magic that do not require Spell Points to function.
  Arcane Recharge
  Arcane Recharge
  Arcane Recharge
  Arcane Recharge
  Arcane Recharge
  School evocation (electricity)
  Level Modern Spellcaster 1
  Casting Time one standard action
  Components V, S, M (a melted or
  broken fuse), F (a connection to a
  city power grid)
  Range personal
  Duration instant
  Saving Throw None
  Spell Resistance Yes
  This dangerous spell
  allows a Modern Spellcaster to
  tap live current for mystic
  power. By touching a live wall
  socket or other connection to
  a power grid (or powerful
  stand alone sources of
  electricity, such as a micro-
  reactor), you can recover
  any number of Spell Points,
  up to your total character
  level. You must always
  recover at least one Spell
  Point when using this
  ability. However, for each
  Spell Point recovered,
  you suffer 1d3 points of
  Electrical damage, which
  bypasses any Electrical
  Resistance or Immunity you possess,
  though Spell Resistance (if any) may apply.
  Armored by Failure
  Armored by Failure
  Armored by Failure
  Armored by Failure
  Armored by Failure
  School abjuration Level cleric 3, witch 3
  Casting Time one standard action
  Components V, S, M (idiot henchmen)
  Range long (400 ft plus 25 ft / level)
  Duration one minute/level
  Saving Throw WILL negates (harmless)
  Spell Resistance No (harmless)
  This selfish protective charm is often cast by
  Amakaze wage-mages to protect their geriatric
  masters. When this spell is cast, any time an allied
  creature is slain with the spell’s area of effect, the
  magic’ recipient gains a cumulative DR 1/magic.
  Allies include subordinates, mercenaries, summoned
  
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  creatures, fellow party members, animal
  companions, ect. This spell also takes effect if an ally
  is permanently incapacitated by magic (turned to
  stone, for instance).
  There is no limit to the Damage Reduction
  that can be gained in this manner, as the blood of
  former henchmen and summoned beasts flows
  across the recipient’s skin and hardens into basalt
  armor. This Damage Reduction overlaps, and does
  not stack with, existing DR from other sources.
  Ballistic Talons
  Ballistic Talons
  Ballistic Talons
  Ballistic Talons
  Ballistic Talons
  School transmutation
  Level druid 1, sorc/wiz 1, witch 1
  Casting Time one standard action
  Components V, S
  Range close (25 ft plus 5 ft / level)
  Duration instant
  Saving Throw None Spell Resistance Yes
  One or more of the caster’s finger nails
  becomes a gleaming black talon of some
  superdense, exotic metal, and launches at a target
  like a razor edged bullet, inflicting 1d8+1 slashing
  damage if the caster hits with a ranged touch attack
  (max 5d8+5).
  Unlike magic missile, which this spell is a
  modification of, ballistic talons can affect objects.
  This spell can be targeted at specific parts of
  creatures or objects and may be used to make
  sneak attacks. For every 2 caster levels beyond firs
  you gain an additional ballistic talon (2 at 3rd, 3 at
  5th, 4 at 7th to a maximum of five talons at 9th level.
  You make a single ranged touch attack and
  apply the results to all talons fired. You can choose
  to fire all talons at a single creature or several
  creatures. A single talon can only strike a single
  target. You can determine targets after making your
  ranged touch attack roll, but must do so before
  checking for spell resistance.
  Bird Flight
  Bird Flight
  Bird Flight
  Bird Flight
  Bird Flight
  School transmutation
  Level druid 3, sorc/wiz 3, summoner 3, witch 4
  Casting Time one standard action
  Components V, S, F (the aircraft to be enhanced)
  Range touch
  Duration one minute / level (D)
  Saving Throw None (harmless)
  Spell Resistance No (harmless)
  This spell makes flying machines more
  birdlike, giving them phenomenal maneuverability
  and physics defying performance. When this spell is
  cast, the aircraft enhanced becomes semi-alive, its
  wings taking on feathery decorative motifs, its hull
  and turbines seeming to breathe, and an almost
  predatory gleam appearing in its cockpit glass. For
  the spell’s duration, the aircraft’s maneuverability
  increases by one category; it can hover without need
  for flight checks and its base flight speed is increased
  by 25%. For the duration of the spell, the aircraft’s
  hit points can be restored with Treat Injury checks
  or Cure spells, as if it were a truly living creature.
  Bumper Sticker Curse
  Bumper Sticker Curse
  Bumper Sticker Curse
  Bumper Sticker Curse
  Bumper Sticker Curse
  School necromancy
  Level alchemist 2, cleric 2, sorc/wiz 2, witch 2
  Casting Time one standard action
  Components V, S
  Range touch
  Duration 1 day / level
  Saving Throw None (object)
  Spell Resistance None (object)
  Often used as a prank by activist mages on
  those with opposing political beliefs, this minor curse
  can temporarily shut down a vehicle. When cast on
  an unattended, non-magical vehicle, this curse
  prevents the vehicle from operating until a specific
  bumper sticker (s) or other decoration, designated
  by the caster is removed. The vehicle can be
  restarted with a DC 20 Repair check, but the curse
  imposes a -10 penalty on Repair checks to do so,
  and the check must be repeated each time the
  vehicle is started. There is no indication of the cause
  or solution to the problem.
  
  1111111111
  Child Ward
  Child Ward
  Child Ward
  Child Ward
  Child Ward
  School abjuration
  Level bard 1, cleric 1, sorc/wiz 1, witch 1
  Casting Time one standard action
  Components V, S, M (shreds of old dollar bills and
  fragment of cheap plastic gum-ball toys, negligible
  cost)
  Range 10 ft radius +10 additional ft / level
  Duration 1 hour / level
  Saving Throw WILL negates
  Spell Resistance yes
  A circle of dust and dislike ensures that
  irritating children cannot approach the warded area.
  This spell must be cast on a specific enclosed room
  or building. Once the area is warded, any humanoid
  younger than the adult age category (or any
  humanoid under the jurisdiction’s legal age of
  majority) cannot enter the warded area. With a
  successful WILL Save, the child can force his way
  into the warded area, but in doing so triggers an
  audible alarm, the sound of which is chosen by the
  caster at the time the spell is cast.
  City From a Distant Age
  City From a Distant Age
  City From a Distant Age
  City From a Distant Age
  City From a Distant Age
  School transmutation
  Level cleric 10, sorc/wiz 10, witch 10
  Casting Time one hour
  Components V, S, M (an antique and very valuable
  art object or cultural treasure from the age to be
  recreated, worth at least 15,000 gp/Purchase DC
  27)
  Range one city, or large portion of a city, up to a 25
  mile radius
  Duration one day / level (see text)
  Saving Throw WILL Partial (see text)
  Spell Resistance No
  A wave of iridescent arcana washes over a
  cityscape, transforming skyscrapers into guild
  towers, automobiles into mule carts, and office
  workers into peasant farmers. Everything within the
  range of this epic level spell is transformed into its
  nearest equivalent from a distant era, which must be
  a time period at least 100 years before the current
  era, and is appropriate to the cultural treasure
  sacrificed as an art object.
  The recreation is casual, not exact or
  historically accurate. If cast in 2012 New York City,
  this spell could transform the city into a pseudo-
  Japanese samurai adventure for the spell’s duration if
  a katana from the 1600s were used as the focus,
  regardless of the fact that the 1600s in the New
  York region were a significantly different place. All
  NPCs are transformed to their nearest cultural
  equivalent for the target era, even if their race or
  gender would make such a position unlike in real
  history. For instance, a female police officer might be
  transformed into a Roman civic guard, even if in real
  history women did not fill those roles. A mostly
  black and Hispanic neighborhood in Harlem might
  become a Japanese leatherworker’s village, even
  though those two races were unknown in Japan at
  the time.
  Ordinary, non story vital NPCs accept their
  new roles and lives without question. Only story-
  significant NPCs and PCs are allowed a saving
  throw against the effect. All player characters are
  physically affected by this spell- their costumes and
  appearance changes at the gamemaster’s whim, and
  their gear similarly changes. Extremely high tech
  heroic gear becomes a legendary or magical
  equivalent: for example a suit of powered armor
  would become enchanted armor. Innate character
  abilities do not change in game terms, though their
  appearance might change. For instance, cybernetic
  abilities might now be explained away as ‘golem’
  implants or magical prosthesis, or as the result of
  strange sorcery or alchemy, but function normally.
  Player characters make a WILL Save to
  remember the details of their actual lives while within
  the City From a Distant Age, allowing them to act
  normally. Failure indicates the characters forget their
  real lives and adopt period appropriate personas,
  not recalling their comrades or lives prior to the
  spell’s casting. Each time an enchanted PC or
  significant NPC interacts with a comrade or loved
  one from their actual lives, they are allowed a new
  WILL Save to remember their true lives, as often as
  once per hour. Creatures alignment and moral
  principles are unchanged within the City From a
  
  1212121212
  Distant Age, and creatures remember their actions
  within the City when the spell ends or they leave the
  area.
  Objects or creatures passing out of the City
  From a Distant Age revert to their modern
  equivalent. Objects or creatures entering the City
  physically transform and must make a WILL Save to
  retain their true memories. A character who saves
  once against the effect is not required to make new
  saves for 24 hours, regardless of how many times
  they enter or exit the City.
  Creatures that have more D20 Modern
  Basic or Advanced Class levels then they do
  Pathfinder Roleplaying Game class levels are at a
  disadvantage within the city, suffering a -2 luck
  penalty on skill checks and attack rolls within the
  City. If the players have advance notice this spell is
  going to be used, they can choose to rebuild their
  characters as PFRPG adventurers; otherwise, they
  may simply keep adventuring in their current
  incarnation.
  When the spell is cast, the spellcaster
  designates a Key, a single creature or object that is
  within the city at the moment the spell is cast. This
  Key must be physically touched by the caster, and if
  this creature or object is destroyed, the spell’s effect
  immediately ends. Crafty (and cruel) spellcasters
  usually designate the Key as the loved one or
  beloved possession of a player character hero,
  ensuring that even ending the spell is a terrific loss
  for the heroes…..
  Copperblast
  Copperblast
  Copperblast
  Copperblast
  Copperblast
  School conjuration (creation) Level sorc/wiz 4
  Casting Time one standard action
  Components V, S, M (a copper coin)
  Range medium (100 ft + 10 ft/level)
  Duration 1 round/level
  Saving Throw REF negates Spell Resistance No
  A wave of liquid copper rushes from the
  caster’s fingertips, sheathing the target in a rapidly
  hardening shell of superconductive metal. For the
  duration of the spell, all of the the target’s movement
  modes are reduced by 10 ft, and the target is
  considered heavily encumbered. If the weight of the
  target’s gear pushes the target past heavily
  encumbered, the target becomes immobile for the
  duration of the spell.
  In addition, for as long as this spell is in
  effect, the target becomes Vulnerable to Electricity.
  A target ensnared with this spell may attempt a STR
  Check (DC 15 + caster level) to break the copper
  sheathe as a standard action. Succeeding on this
  check ends the spell.
  Cop Ward
  Cop Ward
  Cop Ward
  Cop Ward
  Cop Ward
  School abjuration (chaos)
  Level alchemist 4, bard 3, sorc/wiz 3, witch 3
  Casting Time one standard action
  Components V, S, M (slivers of a broken police
  badge, mixed with dirt and gravel)
  Range 10 ft radius plus +10 additional ft per level
  Duration 1 hour / level
  Saving Throw WILL negates
  Spell Resistance Yes
  Paranoia and hated of authority are solidified
  into an arcane barrier that prevents police officers,
  undercover agents and their informants from entering
  a warded area. Once the spell is cast no one
  working for any law enforcement or military agency
  can enter the safe zone, nor can anyone knowingly
  wearing a wire or other recording device or paid or
  unpaid informants. Vigilantes unconnected to any
  police agency can still enter the area, but officials are
  barred from entering.
  With a successful WILL Save, the police
  officer can force his way into the warded area, but in
  doing so triggers an audible alarm, the sound of
  which is chosen by the caster when the spell is
  completed. The police officer is outlined by a faint
  blue radius so long as he remains in the warded
  area. This imposes a -2 circumstance penalty on
  Hide, Move Silently (Stealth) and Bluff checks in the
  warded area.
  Cosmetic Healing
  Cosmetic Healing
  Cosmetic Healing
  Cosmetic Healing
  Cosmetic Healing
  School conjuration (healing) Level cleric 0
  Casting Time one standard action
  
  1313131313
  Components V, S
  Range touch
  Duration instant
  Saving Throw FORT Negates (harmless)
  Spell Resistance No (harmless)
  With a touch, the cleric wipes away the
  effects of scarring injuries. A single casting of this
  spell wipes away scars, brands, tattoos and other
  markings in an area no larger then the hand print
  touched. This spell does not perform actual healing,
  and can only be cast on injuries that have already
  been completely healed, either by mundane or
  magical means.
  Custom Mod
  Custom Mod
  Custom Mod
  Custom Mod
  Custom Mod
  School transmutation Level alchemist 2, sorc/wiz 2
  Casting Time one minute
  Components V, S, F (a mechanical or electronic
  tool kit)
  Range touch
  Duration instant
  Saving Throw FORT negates (harmless, object)
  Spell Resistance No (harmless, object)
  This spell allows you to customize a touched
  item or device of size Medium or smaller, to your
  personal use. When this spell is cast, you decide
  what modification you wish to make to the object,
  which can be any virtually anything, such as a
  handgun, laptop computer, skill kit, electronic
  device, even a favorite toy. This spell instantly
  performs the chosen modification to the object
  without the need for a skill check.
  When this spell is cast you can do any of the
  following. At 10th caster level, you can perform two
  functions with a single casting of the spell.
  •
  Purely cosmetic modifications to the device
  (change color, modify the case,ect)
  •
  Add the Masterwork quality
  •
  Add a single gadget to the device (such as a
  silencer or the Compact gadget, ect)
  •
  Change the power source to allow the
  device to run on Spell Points (1 spell point
  per 2 hours runtime)
  •
  Change the item’s composition from metals
  to non-ferrous polymers to allow the item to
  pass through metal detectors
  •
  Any other modification the GM will allow.
  If the item to be modified has been affected
  by this spell within the previous year, this spell
  automatically fails.
  
  1414141414
  Cyber Surgery
  Cyber Surgery
  Cyber Surgery
  Cyber Surgery
  Cyber Surgery
  School transmutation Level alchemist 5, sorc/wiz 5
  Casting Time one minute
  Components V, S, M (cybernetics to be implanted,
  plus a sheet of gold suspended in carbon nanotubes,
  worth 5,000 gp/Purchase DC 23)
  Range touch
  Duration instant
  Saving Throw FORT negates (harmless)
  Spell Resistance Yes (harmless)
  By touching a willing patient, you perform in
  seconds what it would take a team of cyber docs
  working in a fully equipped surgical suite hours to
  accomplish. Each time this spell is cast, you may
  implant a single cybernetic implant, which you must
  acquire prior to casting this spell. The subject is not
  fatigued and though the surgery is somewhat painful,
  the pain only lasts seconds. The subject can use the
  cybernetic implant normally at the completion of this
  spell.
  Cyber Surgery, Offensive
  Cyber Surgery, Offensive
  Cyber Surgery, Offensive
  Cyber Surgery, Offensive
  Cyber Surgery, Offensive
  School transmutation Level sorc/wiz 7
  Casting Time one standard action
  Components V, S, M (cybernetics to be implanted)
  Range close (25 ft plus 5 ft / 2 levels)
  Duration instant
  Saving Throw FORT negates
  Spell Resistance Yes
  This spell is a variation on Cyber Surgery,
  but while that spell is medical in intent, this spell is a
  deep physical violation. When you cast this spell,
  you force a provided implant (often a potential lethal
  implant like a cortex bomb or poison-distributing
  drug pump) into a living target that fails its FORT
  save. In addition to the cybernetic implantation, the
  target is considered fatigued for a number of hours
  equal to your caster level as a result of pain and
  system trauma. The spell’s victim can use the
  implanted cybernetic device normally at the
  completion of the spell.
  Dark Passover
  Dark Passover
  Dark Passover
  Dark Passover
  Dark Passover
  School necromancy (evil) Level cleric 9, witch 9
  Casting Time one minute
  Components V, S, M (the ritual sacrifice of a single
  living stock animal, such as a champion stallion or
  bull, worth 8,000 gp/Purchase DC 25)
  Range one mile radius per caster level
  Duration one round / level
  Saving Throw FORT partial (see text)
  Spell Resistance Yes
  This powerful spell summons a low and
  ominous ebony cloud that completely blots out the
  sun for miles around, and calls down rains of vile
  greenish acid. Each round this spell lasts, all living
  creatures within the spell’s rain suffer 1d6 points of
  CON damage while exposed to the acidic rain. If a
  creature succeeds on a FORT save, it takes no
  CON damage that round, but still must make new
  saves on succeeding rounds.
  The mystical acidic rains do not harm
  structures or objects, but they will eventually seep
  through obstructions to slay those taking shelter
  within. The length of time it takes to seep through a
  structure is based upon the structure’s bulk and
  construction. Once a structure is penetrated by the
  acidic rains, the magic affects all floors
  simultaneously.
  •
  Enclosed vehicles, thin tents, shed roofs,
  taking shelter under a tree, ect: 1 round.
  •
  Single family homes, most businesses, stone
  structures: 1d4 rounds.
  •
  Large steel and concrete office buildings,
  naval vessels, starships: 2d4 rounds.
  •
  Skyscrapers, megastructures like an orbital
  elevator: 4d4 rounds.
  The Dark Passover spell does not harm
  those marked, tattooed or wearing a particular
  symbol, chosen by the spellcaster when the spell is
  cast. Those  protected from the Dark Passover’s
  rain do not suffer CON damage unless their
  protective symbol is destroyed, defaced or
  removed.
  
  1515151515
  Dataread
  Dataread
  Dataread
  Dataread
  Dataread
  School divination
  Level alchemist 1, bard 1, sorc/wiz 1
  Casting Time one standard action
  Components V, S, M (a broken piece of circuit
  board)
  Range personal
  Duration 1 minute/level (D)
  Saving Throw None Spell Resistance No
  You run your fingers over any machine
  readable data source (a barcode, CD-Rom disk,
  floppy, thumbdrive, even an old vinyl record, or any
  other storage device). You experience the data as it
  would normally be experienced thorugh an
  appropriate machine; for instance you hear music
  stored on a CD. If reading a document file, you
  visualize and read an image of the page, if reading
  abarcode you see the item’s serial number, pricing
  information, and other barcoded data. You
  experience the data in the same time required to
  read it by conventional means.
  This spell does not decrypt encrypted data.
  Without an encryption key, the encrypted document
  or file appears as random characters or garbage
  data. If you know the encryption code, or can
  succeed at an appropriate Computer Use check,
  made as a mental action, you can also perceive the
  encrypted data normally.
  Datawipe
  Datawipe
  Datawipe
  Datawipe
  Datawipe
  School evocation (electricity)
  Level alchemist 1, bard 1, sorc/wiz 1
  Casting Time one standard action
  Components V, S, M (a watch battery)
  Range touch
  Duration instant
  Saving Throw FORT negates (object)
  Spell Resistance Yes (object)
  This spell sends a spark of mystic lightning
  through a single non-sentient computer or external
  storage device (CD, disk, thumbdrive, ect) that
  completely deletes all data stored on the device.
  This spell will not affect magical data stored
  on a device, nor will it affect sentient machines of
  any type, including robots, constructs, AI or cyborgs
  of any type. Attended devices receive a save against
  this effect; computers are considered attended if
  they are linked to a network currently monitored by
  a living creature. Computer Use checks made to
  recover the erased data automatically fail.
  Date
  Date
  Date
  Date
  Date
  School divination Level bard 0, sorc/wiz 0
  Casting Time one round
  Components V, S, M (a pinch of graphite dust)
  Range touch
  Duration instant
  Saving Throw None Spell Resistance No
  By touching any object, you determine its
  date of origin, down to the minute if necessary. If the
  object is one million years old or older, you are
  stunned for one minute after casting this spell. In
  Otherverse America, if the touched object is from a
  previous draft of the universe (either the First or
  Second Universal Iterations) you must succeed at a
  DC 20 (First) or DC 15 (Second) or permanently
  suffer 1d4 points of INT and WIS damage, in
  addition to being stunned.
  Death and Rebirth of Heroes
  Death and Rebirth of Heroes
  Death and Rebirth of Heroes
  Death and Rebirth of Heroes
  Death and Rebirth of Heroes
  School necromancy Level sorc/wiz 7, witch 7
  Casting Time one standard action
  Components V, S
  Range close (25 ft plus 5 ft / level)
  Area a 30 ft spherical radius
  Duration one minute / level (D) / instant
  Saving Throw WILL negates (harmless)
  Spell Resistance Yes (harmless)
  Require the Use of Powered Hero Evolution
  (Otherverse Games, 2012)
  This spell is cast to capture a post-humans
  power at the moment of death and toss that power
  to the winds of fate. This spell creates a zone of
  charged necromantic energy that shimmers like a
  heat haze. If any creature with Powered Hero levels
  dies within this zone, a random assortment of new
  Powered Heroes emerge randomly within a few
  miles of the death site. One first level Powered Hero
  is created from a random, ordinary first level NPC
  per Powered Hero possessed by the slain. All newly
  
  1616161616
  created Powered Heroes have the same
  Enhancement Protocol as the slain Powered Hero
  whose death contributed to their empowerment.
  The zone remains active, even if multiple
  Powered Heroes die within. Each slain Powered
  Hero creates a separate collection of ‘off spring’,
  possibly with different Enhancement Protocols.
  The spellcaster can choose one quality
  shared by the otherwise random recipient of the
  fallen Powered Heroes’ abilities, such as species,
  race, age, alignment, affiliation, political or religious
  belief or starting occupation. The effects of this spell
  do not prevent slain Powered Heroes from being
  raised or resurrected normally.
  Deep Bowls
  Deep Bowls
  Deep Bowls
  Deep Bowls
  Deep Bowls
  School transmutation 0 Level cleric 0, druid 0
  Casting Time one round
  Components V, S, M/DF (the food to be
  enchanted)
  Range touch
  Duration instant
  Saving Throw None (object)
  Spell Resistance No (object)
  This simple spell twists reality slightly to a full
  bowl, dish, plate or food becomes slightly fuller.
  When this spell is invoked, the caster touches a
  complete meal, up to a feast so massive it covers an
  entire table. For every four Medium creatures the
  meal would normally sustain, it sustains an additional
  Medium creature. At 10 caster levels, this spell
  provides one additional meal per three meals.
  Detect Radiation
  Detect Radiation
  Detect Radiation
  Detect Radiation
  Detect Radiation
  School divination Level all classes 1
  Casting Time one standard action
  Components V, S
  Range personal
  Duration one round / level
  Saving Throw None (harmless)
  Spell Resistance No (harmless)
  You gain the ability to perceive normally
  invisible radiation as visual disturbances and
  luminous auras on wave lengths you can perceive.
  You see a flickering aura around any object that is
  irradiated, or any object powered by nuclear
  processes, and can gauge the item or creature’s
  degree of radioactivity.
  Digitize Familiar
  Digitize Familiar
  Digitize Familiar
  Digitize Familiar
  Digitize Familiar
  School transmutation (electricity)
  Level sorc/wiz 4, witch 4
  Casting Time one standard action
  Components V, S, F (a USB thumbdrive or similar
  storage device)
  Range close (25 ft plus 5 ft / two levels)
  Duration one hour / level (D)
  Saving Throw WILL negates
  Spell Resistance Yes
  When you cast this spell, your familiar (who
  is always considered willing to be transformed)
  becomes a glowing hologram, its furred or feathered
  body glowing with lines of solid, ever-changing data.
  Your familiar becomes an ethereal, intangible being
  for the spell’s duration and sheds light like a torch.
  Your familiar gains a 60 ft flight speed (perfect) while
  in this holographic state.
  While digitized, your familiar can transmit
  itself electronically as an emailed attachment. When
  the file is opened, your familiar appears in the
  nearest open space to the computer that opened the
  file. Your familiar can also be stored indefinitely while
  in digitized form; if the spell’s duration ends, or the
  familiar is summoned, it appears in the nearest space
  to the storage device. If your familiar is destroyed
  while in its digitized form, and you retain the storage
  device used as this spell’s focus, you can replace the
  slain familiar with a back up copy. The spell’s
  duration must be unexpired to use this ability, and
  doing so immediately discharges the spell. A familiar
  returned to life in this manner has its abilities reduced
  a single level, as if it were owned by a lower level
  master.
  
  1717171717
  Disintegrate Armor
  Disintegrate Armor
  Disintegrate Armor
  Disintegrate Armor
  Disintegrate Armor
  School transmutation Level cleric 3, sorc/wiz 3
  Casting Time one standard action
  Components V, S
  Range medium (100 ft plus 10 ft / level)
  Duration instant
  Saving Throw FORT partial (object)
  Spell Resistance Yes (object)
  When this spell is cast, you target a single
  armored target within range. This spell rips at the
  armor, disintegrating it in a wash of sickly emerald
  fog. The target may attempt a FORT Save; if this
  save fails, the target’s non-magical armor and shield
  are instantly and completely consumed. If the save
  succeeds, the target’s armor and shield gain the
  broken condition. This spell has no effect on magical
  armor, nor against armor created by magic or an
  Object Philosophy.
  Disintegrate Armor, Mass
  Disintegrate Armor, Mass
  Disintegrate Armor, Mass
  Disintegrate Armor, Mass
  Disintegrate Armor, Mass
  School transmutation Level cleric 6, sorc/wiz 6
  This spell functions as Disintegrate Armor,
  except it affects one target per caster level, no two
  of which can be more than 5 ft apart.
  Downloaded Intelligence
  Downloaded Intelligence
  Downloaded Intelligence
  Downloaded Intelligence
  Downloaded Intelligence
  School conjuration (creation) Level sorc/wiz 8
  Casting Time one minute
  Components V, S, F (a full conversion cyberchassis
  worth at least 35,000 gp/Purchase DC 30)
  Range touch
  Duration instant
  Saving Throw None Spell Resistance No
  This spell calls a fully sentient AI from the
  uncharted depths of the ‘net (or the Mesh) and
  installs this powerful intellect in a top quality cyber-
  chassis, allowing it physical existence for the first
  time. This spell creates a Full Conversion Cyborg
  with 1d4+1 heroic class levels, which has the Ghost
  Built Cyborg starting occupation. This AI has the
  following statistics, before FCB racial ability score
  adjustments are applied, assigned as the caster
  wishes: 16, 14, 12, 12, 10, 10.
  The downloaded intelligence receives a +5
  racial bonus on Computer Use checks and on one
  Knowledge check of choice, reflecting its area of
  expertise as a data-based lifeform. The downloaded
  intelligence is initially loyal to you and shares many of
  your goals but you have no special connection or
  authority over the cyborg.
  Electronic Inventory
  Electronic Inventory
  Electronic Inventory
  Electronic Inventory
  Electronic Inventory
  School divination
  Level alchemist 1, bard 1 sorc/wiz 1
  Casting Time one standard action
  Components V, S
  Range close (25 ft plus 5 ft / 2 levels)
  Duration instant
  Saving Throw WILL Negates
  Spell Resistance Yes
  For half a second after casting this spell, you
  perceive all electronic devices as glowing blue
  schematics, pulsing beneath cloth, or even beneath
  flesh. When this spell is cast, you gain a total
  inventory of all electrically powered devices (or alien
  tech that works to similar ends but uses another
  energy source) worn or carried by a single creature
  within range. In the case of cyborgs, you receive a
  total inventory of all cybernetic implants attached to
  the character.
  You know the name and type of each
  device, though not its exact capabilities. For
  instance, if a character was carrying a laptop, you
  would recognize that, and know the manufacturer,
  but would not know how much memory the laptop
  has or programs loaded onto it. Unwilling targets
  receive a WILL Save; on a success, you gain no
  information about their devices.
  Electronic Sweep
  Electronic Sweep
  Electronic Sweep
  Electronic Sweep
  Electronic Sweep
  School divination
  Level alchemist 3, bard 3 sorc/wiz 3
  Effect a 60 ft cone in front of you
  This spell functions as Electronic Inventory,
  except it generates a cone area of effect, which
  reveals and inventories all electronic devices within
  this range. Unattended electronics receive no save
  against this effect, making this spell ideal for bug
  sweeping.
  
  1818181818
  Entropic Bolt
  Entropic Bolt
  Entropic Bolt
  Entropic Bolt
  Entropic Bolt
  School necromancy
  Level alchemist 1, cleric 1, sorc/wiz 1, witch 1
  Casting Time one standard action
  Components V, S, M (a hollowpoint bullet)
  Range close (25 ft plus 5 ft / level)
  Duration instant
  Saving Throw FORT partial (see text)
  Spell Resistance Yes
  A line of black smoke and purple light leaps
  from the caster’s outstretched hand towards the
  target. The target immediately ages 1d6 years per
  caster level (maximum 5d6 years), or a single year
  on a successful FORT Save. The target immediately
  suffers the physical ability score penalties associated
  with aging if moved to a higher age category, without
  receiving any mental bonuses due to advanced age.
  If moved beyond their maximum age category, a
  victim aged by this spell dies as if by old age, and
  quickly rots away.
  Falsify Forensics
  Falsify Forensics
  Falsify Forensics
  Falsify Forensics
  Falsify Forensics
  School transmutation Level sorc/wiz 2, witch 2
  Casting Time one standard action
  Components V, S, M (forensic evidence to be
  planted)
  Range close (25 ft plus 5 ft / level)
  Duration instant
  Saving Throw None (object)
  Spell Resistance No (object)
  This spell manipulates reality to frame a
  victim for crimes committed by another. When this
  spell is cast, the forensic evidence used as the spell’s
  material component is spread semi-randomly across
  a number of 5 ft squares equal to your INT modifier,
  in a manner as if the target of the frame moved and
  acted in a way that would justify the placement of
  
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  the false evidence. The spellcaster makes an
  Investigate check with a +15 enchantment bonus,
  which becomes the target number for future
  Investigate checks to gather evidence and realize the
  evidence planted by this spell is false. This spell does
  not destroy existing forensic evidence on the scene,
  merely layers false evidence atop it.
  Fertility Control
  Fertility Control
  Fertility Control
  Fertility Control
  Fertility Control
  School conjuration (healing) Level all classes
  except Inquisitor 0
  Casting Time one standard action
  Components V, S
  Range personal
  Duration 24 hours (D)
  Saving Throw None Spell Resistance No
  With this minor spell, you can control your
  fertility to a degree that modern pharmaceuticals
  cannot match. When this spell is cast, you choose if
  you will be completely infertile or hyper-fertile for
  the duration of the effect. If you choose to become
  hyper-fertile, your chance of conception or
  impregnating a woman during the spell’s effect
  increases to well beyond 60%.
  This minor spell is designed to prevent or
  ensure pregnancy when bedding mortal humanoids,
  and has no effect on your fertility if you have
  intercourse with a more exotic supernatural creature,
  or someone who is artificially controlling their fertility
  through more potent magical means.
  Firefast
  Firefast
  Firefast
  Firefast
  Firefast
  School transmutation
  Level alchemist 2, cleric 2, sorc/wiz 1
  Casting Time one standard action
  Components V, S, M (a few drops of gun cleaning
  oil)
  Range touch
  Duration one round / 2 levels (D)
  Saving Throw None (harmless, object )
  Spell Resistance No (harmless, object)
  When you touch a firearm after casting this
  spell, the weapon’s barrel is sheated in a dark and
  iridescent aura, which resembles oil mixed with
  water. For the spell’s duration, the touched firearm
  gains the ability to fire in automatic and
  semiautomatic modes.
  Fire Focus
  Fire Focus
  Fire Focus
  Fire Focus
  Fire Focus
  School evocation (fire) Level sorc/wiz 3
  Casting Time one standard action
  Components V, S, M (dust from synthetic rubies)
  Range medium (100 ft plus 10 ft / level)
  Duration one round / 2 levels
  Saving Throw None Spell Resistance Yes
  This spell launches a tightly focused beam of
  fire and light from the palm of the caster’s hand.
  With a successful ranged touch attack, the Fire
  Focus inflicts 1d8 points of fire damage. If the
  spellcaster attacks the target on successive rounds,
  he receives a cumulative +2 bonus per additional
  attack made against the same target. Each round the
  Fire Focus successfully attacks the same target, the
  damage inflicted doubles (2d8 on the second round,
  4d8 on the third, 8d8 on the fourth, to a maximum of
  16d8 fire damage on the fifth round). If the caster
  chooses to attack another target, or misses an
  attack, the damage inflicted by Fire Focus reverts to
  1d8 fire.
  Fostering
  Fostering
  Fostering
  Fostering
  Fostering
  School transmutation Level cleric 4
  Casting Time one minute
  Components V, S, M (unusual oils and poultices
  worth 500 gp/Purchase DC 15)
  Range touch
  Duration instant
  Saving Throw WILL negates
  Spell Resistance Yes
  This spell transforms an infant of one species
  into another, allowing them to grow to maturity as a
  member of a different race. This spell must be cast
  on a living infant character in the Child age category
  of its species. The infant must be willingly offered for
  transformation by its parents, an orphan or a spoil of
  war taken from a defeated people for this spell to be
  effective, otherwise the magic simply fails.
  This spell permanently changes the infant
  into a member of the spellcaster’s species, matching
  ability scores and gender as closely as possible. The
  
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  new species becomes the infant’s natural form,
  however anytime after the transformed infant
  reaches the Young Adult age category, it can learn of
  its heritage.
  Once the fostered infant learns of her
  heritage, she may select traits, feats and classes
  unique to both species. She is considered a member
  of both species for the purpose of spells and effects
  based on race.
  Fuel the Engine
  Fuel the Engine
  Fuel the Engine
  Fuel the Engine
  Fuel the Engine
  School conjuration (creation)
  Level alchemist 3, sorc/wiz 3
  Casting Time one standard action
  Components V, S
  Range touch
  Duration Instant
  Saving Throw No
  Spell Resistance No (harmless)
  By touching a single vehicle with an internal
  combustion engine, from a VW Beetle to an Abrams
  tank, all the way to an F-22 Raptor, the magical
  energy you conjure fills its tanks with high
  performance fuel.
  Each time this spell is cast, it provides
  enough fuel to run the vehicle at full efficiency for
  one hour per three caster levels. This spell cannot be
  used to fill external fuel tanks, nor any container not
  permanently attached to a vehicle. This spell can
  only produce fuel within a specific vehicle.
  Gene Shift
  Gene Shift
  Gene Shift
  Gene Shift
  Gene Shift
  School transmutation
  Level alchemist 5, druid 5, sorc/wiz 6
  Casting Time one minute
  Components V, S, M
  (genetic engineering drugs and medical nanites worth
  5,000 gp/Purchase DC 23)
  Range touch
  Duration permanent
  Saving Throw FORT negates (harmless)
  Spell Resistance Yes (harmless)
  Requires the use of Sexually Transmitted Future
  (Otherverse Games, 2011)
  By touching a living subject capable of being
  genetically engineered, you can send a pulse of
  mystical energy down into the heart of her cell
  structure, imposing instant and permanent changes
  on every helix of her genome.
  When this spell is cast, you choose whether
  to modify the target’s genome using Military, Utility
  or Lifestyle genemods. You can introduce one
  Military genemod, two Utility genemods, or a
  number of Lifestyle genemods equal to your casting
  modifier (INT for Modern Spellcasters) with a single
  casting of this spell. The target does not need to
  make FORT saves, the genemods are safely
  installed and ready for use at the end of this spell’s
  casting.
  Geo-Political Awareness
  Geo-Political Awareness
  Geo-Political Awareness
  Geo-Political Awareness
  Geo-Political Awareness
  School divination
  Level bard 2, cleric 2, sorc/wiz 2, inquisitor 2
  Casting Time one minute
  Components V, S, F (a modern laptop worth
  around 500 gp/Purchase DC 15)
  Range personal
  Duration 1 day / level
  Saving Throw No (harmless)
  Spell Resistance No (harmless)
  When this spell is cast, a kind of magical
  threat briefing enters your mind, as you stare
  entranced at the shifting runes that play across your
  computer screen. For the duration of the spell, you
  receive a cumulative +1 insight bonus on Knowledge
  (civics) and Knowledge (history) checks per four
  caster levels. In addition, when you receive this
  awareness of the current world, you designate a
  single threat group, such as a military force, terrorist
  group, agents of a particular mega-corp, local police
  force, ect. For the duration of the spell, you receive
  a +1 insight bonus on Initiative checks against
  members of the designated group.
  
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  Ghost Chassis
  Ghost Chassis
  Ghost Chassis
  Ghost Chassis
  Ghost Chassis
  School conjuration (summoning)
  Level cleric 4, sorc/wiz 4
  Casting Time one standard action
  Components V, S, M
  (a handful of mechanical junk- broken sparkplugs,
  gears, burned out fuses, ect)
  Range close (25 ft plus 5 ft / 2 levels)
  Duration one hour/level (D)
  Saving Throw None Spell Resistance None
  Throwing a handful of broken machinery
  into the air, the mage speaks a few words of power,
  which conjure a ghostly vehicle. This spell can create
  an ectoplasmic duplicate of any civilian ground
  vehicle the size of a large SUV or smaller. Cars,
  pickup trucks, light vans, motorcycles, even light
  industrial vehicles like forklifts to a maximum of size
  Huge can all be conjured. The created vehicle has
  average statistics for a machine of its type. The
  summoned automobile’s appearance is determined
  by the caster at the time of casting.
  The caster may concentrate on the vehicle
  as a full round action and shift details such as color,
  body style, and add or subtract features such as
  bumper stickers or a spoiler. The conjured vehicle
  has a license plate and all appropriate stickers and
  decals for the jurisdiction it is created in. However,
  the false identification documents are randomly
  created; while forgeries will fool the naked eye, they
  won’t hold up to prolonged scrutiny.
  Grand Terraforming
  Grand Terraforming
  Grand Terraforming
  Grand Terraforming
  Grand Terraforming
  School transmutation
  Level cleric 9, druid 9, sorc/wiz 9
  Casting Time one day
  Components V, S, M (huge vat of strange herbs,
  algae and fertile soil, weighing upwards of a ton,
  worth approximately 50,000 gp/Purchase DC 31)
  Range a single planet or asteroid at least 50 miles in
  diameter
  Duration instant
  Saving Throw FORT negates (object)
  Spell Resistance No (object)
  Grand Terraforming sends forth a green and
  brown wave of life and fertility that transforms a
  single designated planet or asteroid in accordance
  with the caster’s wishes. This spell transforms the
  target planet, which must be at least 50 miles in
  diameter, into a virtual duplicate of the caster’s
  native biome, suitable for easy colonization by the
  caster’s species. Atmosphere, temperature and
  
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  gravity become similar to the caster’s homeworld,
  though temperature and gravity might be as much as
  25% higher or lower than on the caster’s
  homeworld, depending on conditions. This magic is
  so potent that it will maintain home-like conditions
  on the terraformed world even if local conditions
  would make them impossible (such as heating a
  world far from its star, or providing atmosphere and
  gravity on a tiny planetoid too small to normally have
  either).
  Water appears on the planetoid, drinkable
  from the moment this spell is cast, and moss, lichen
  and other simple plants also appear instantly. Over
  the next year or so, more complex plants appear.
  Native, non-sentient fauna either die off and are
  replaced by creatures equivalent to those on the
  caster’s home world, or mutate into new, compatible
  forms over the same span.
  The terraformed world saves as an attended
  object if even one sentient creature native to that
  world opposes the change. The planet’s native
  sentient population (s) receive a cumulative +1
  bonus on the save per million of their population,
  making it virtually impossible to terraform heavily
  settled worlds.
  Haywire
  Haywire
  Haywire
  Haywire
  Haywire
  School transmutation
  Level alchemist 0, bard 0, cleric 0
  Casting Time one standard action
  Components V, S, M (a tiny magnet)
  Range close (25 ft plus 5 ft / level)
  Duration one minute /level
  Saving Throw WILL negates (object)
  Spell Resistance Yes (object)
  The haywire spell causes a single device of
  up to size Large to behave randomly and erratically,
  defying any attempts to bring it under control. Cash
  registers display random prices and open their
  drawers repeatedly, escalators surge forward than
  change direction. ATMs flash random data as they
  spew forth garbage receipts (but not money,
  though). It’s impossible to describe the exact of
  haywire on any given machine, but in general, the
  machine behaves as if an operator were pushing
  random buttons or randomly changing settings.
  Turning a haywire device off doesn’t work, as the
  spell disables the on-off switches. Cutting the power
  supply disable the device 1d4 rounds later, ending
  this spell.
  Hunter’s Spear
  Hunter’s Spear
  Hunter’s Spear
  Hunter’s Spear
  Hunter’s Spear
  School evocation Level druid 2
  Casting Time one standard action
  Components V, S
  Range close (25 ft plus 5 ft / level)
  Duration instant
  Saving Throw None (see text)
  Spell Resistance Yes
  This spell conjures a barbed, hooked spear
  and line composed of glistening energy the color of
  blood. The spear shoots out toward a single target
  within range, who suffers 2d6 points of piercing
  damage. The caster then makes a modified CMB
  check against the victim, with a bonus on the CMB
  check equal to the damage inflicted. The caster  can
  use his caster level rather than base attack bonus on
  this CMB check, if caster level is higher.
  If this beats the victim’s Combat Maneuver
  Defense, the caster can then pull the speared victim
  into the square adjacent to him or any intervening
  square between them (such as pulling a speared
  target off a balcony of into a hazard).
  Identify Subject
  Identify Subject
  Identify Subject
  Identify Subject
  Identify Subject
  School divination Level bard 4, sorc/wiz 5
  Casting Time one standard action
  Components V, S
  Range personal
  Duration instant
  Saving Throw WILL negates
  Spell Resistance Yes
  When this spell is cast, you instantly learn
  the identity of a photographed subject. As you cast
  this spell, you gaze at a particular person within a
  photograph (which can be print or digital). If the
  target fails a WILL Save, you instantly learn the
  subject’s birth name. The photograph must depict a
  recognizable image; the subject’s face must be at
  
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  least partially visible, though it can be shadowed,
  partially concealed or somewhat blurry. This spell
  will not work on fully masked or helmed creatures,
  nor on creatures using magical or psionic means to
  disguise or conceal themselves.
  Illusory ID
  Illusory ID
  Illusory ID
  Illusory ID
  Illusory ID
  School illusion Level bard 0, sorc/wiz 0, witch 0
  Casting Time one standard action
  Components V, S, F (a piece of paper or
  cardboard roughly the size and shape of an ID)
  Range touch
  Duration 30 seconds (5 rounds) (D)
  Saving Throw WILL negates
  Spell Resistance Yes
  This minor magic wraps a piece of
  cardboard or paper in illusion, making it appear to
  be an ID card or credentials of some kind. The
  caster chooses which type of ID (for example, a
  Texas drivers license, a military ID card, FBI
  credentials, ect); the illusion forms an image of the
  appropriate ID with random, but usually appropriate
  information. The illusion creates a fake ID with an
  appropriate but randomly chosen birthdate, and a
  name appropriate to a person of the caster’s race,
  culture and gender. The caster can decide what kind
  of ID is created by the illusion, but not specifically
  who the ID card depicts, though it always bears a
  photograph of the caster.
  This spell is purely a visual illusion, and
  contains no machine readable or mag-strip data. The
  ID will not hold up to prolonged scrutiny, and is
  considered to have an effective Forgery (Linguistics)
  result of 10 + caster level. The illusion lasts a
  maximum of five rounds, and ends instantly if the
  card leaves the caster’s possession.
  Infographic
  Infographic
  Infographic
  Infographic
  Infographic
  School enchantment (mind affecting) Level bard 0
  Casting Time one round
  Components V, S
  Range personal
  Duration one round
  Saving Throw None (harmless)
  Spell Resistance None (harmless)
  This spell distills the contents of a lengthy
  text into a single icon that so perfectly captures the
  work’s meaning that you can take it in with only a
  glance. When you cast this spell, you concentrate on
  a single non-magical text in your possession, or
  electronic text (such as an e-book, webpage, or
  PDF); an infographic encapsulating this data appears
  slightly above the text. You gain full comprehension
  and retain the information as if you read the text
  normally.
  Internalized Knowledge
  Internalized Knowledge
  Internalized Knowledge
  Internalized Knowledge
  Internalized Knowledge
  School transmutation Level bard 3
  Casting Time one minute
  Components V, S, M (an outdated, battered
  textbook or encyclopedia volume)
  Range touch
  Duration permanent
  Saving Throw WILL Negates Spell Resistance
  Yes
  This spell permanently realigns neural
  pathways, turning rote learning into new neural
  connections. When the spell is cast, the recipient
  automatically loses 4 ranks in a chosen Knowledge
  skill, and from this point on, this Knowledge skill can
  never be considered a class skill for the character. In
  return, the spell’s recipient receives a permanent +1
  increase to her INT score. A particular creature can
  only benefit from this spell once in her life.
  Juryrig
  Juryrig
  Juryrig
  Juryrig
  Juryrig
  School transmutation Level sorc/wiz 2
  Casting Time one standard action
  Components V, S, M (appropriate junk and
  mechanical scrap to be transformed)
  Range close (25 ft plus 5 ft / level)
  Duration one hour / level or until destroyed
  Saving Throw None (object)
  Spell Resistance No (object)
  This spell transforms a motley collection of
  vaguely useful junk into something approximating a
  working device. When this spell is cast, the caster
  envisions a particular device, which forms from junk
  and mechanical scrap in the spell’s range. The type
  of junk must be at least vaguely appropriate to the
  mechanical device being constructed. The innards of
  
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  an old smoke alarm, a wooden box and a broken
  mirror couldn’t be used to construct a junk car, but
  it could be used to cobble a juryrigged television set,
  for instance. The gamemaster has final say in what
  junk can be used, but should be lenient if the player
  comes up with a good explanation of how this spell
  would apply.
  Items created by juryrig have only Hardness
  2 and 5 HP, regardless of the hardness and HP of
  the emulated item, and this spell ends if the
  juryrigged item is destroyed.
  Kinetic Kill Weapon
  Kinetic Kill Weapon
  Kinetic Kill Weapon
  Kinetic Kill Weapon
  Kinetic Kill Weapon
  School evocation
  Level druid 8, sorc/wiz 8, witch 8
  Casting Time one standard action
  Components V, S, M (a finger-sized slug of
  depleted uranium worth 200 gp/Purchase DC 12)
  Range medium (100 ft plus 10 ft / caster level)
  Duration Instant
  Saving Throw REF negates (see text)
  Spell Resistance No
  This spell can only be cast out doors, in
  areas with a clear line of effect to the open sky.
  When this spell is cast, a goliath spear of deleted
  uranium jacketed in titanium screams down from
  high orbit to slam into the target with near nuclear
  force. The spell’s target suffers 10d10 points of
  damage, +1d10 per two caster levels (maximum
  20d10), or no damage on a successful REF Save.
  Regardless of whether or not the target
  makes his REF Save or not, the target and all
  adjacent characters are knocked prone by the sheer
  force of the impact. The target’s square and all
  adjacent squares permanently become difficult
  terrain as a result of the impact.
  Against Flying Targets
  Against Flying Targets
  Against Flying Targets
  Against Flying Targets
  Against Flying Targets
  Nothing really stops you from targeting an
  attack copter, suit of powered armor, dragon or
  flying post-human with this impressive spell. In fact,
  this spell might even be more effective against flyer!
  The flying target takes damage and is knocked
  prone normally, falling straight down and probably
  taking additional damage from the fall. The target
  falls directly down, and lands in the same square as
  the depleted uranium spear, at the center square of a
  9 square grid of difficult terrain and prone bodies.
  Kinetic Slam
  Kinetic Slam
  Kinetic Slam
  Kinetic Slam
  Kinetic Slam
  School evocation (force) Level sorc/wiz 4
  Casting Time one standard action
  Components V, S
  Range medium (100 ft plus 10 ft / level)
  Duration instant
  Saving Throw FORT partial (see text)
  Spell Resistance Yes
  You fire a brilliant beam of bluish force from
  the palm of your hand. With a successful ranged
  touch attack, you inflict 1d8 points of bludgeoning
  damage per caster level (with no damage cap!). For
  every four points of damage suffered, the target is
  knocked back 5 ft. The target can attempt a FORT
  Save to reduce the knockback by half.
  Know Lusts
  Know Lusts
  Know Lusts
  Know Lusts
  Know Lusts
  School divination
  Level bard 1, cleric 1, inquisitor 1, witch 1
  Casting Time one standard action
  Components V, S
  Range close (25 ft plus 5 ft / 2 levels)
  Duration one round
  Saving Throw WILL negates
  Spell Resistance Yes
  You perceive the target of this spell as being
  bathed in a colorful aura, by deciphering the aura’s
  colors and tones you gain information about that
  person’s sexuality. When this spell is cast, you
  discover the target’s sexual orientation, its preferred
  type of lover (species, race, gender, hair and eye
  color, other cosmetic traits that are preferred) and if
  the creature has any paraphillias or fetishes, and if
  so, what they are. This spell has no effect if cast on
  
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  non-sentient creatures, asexual creatures, nor upon
  creatures who reproduce in a dramatically different
  manner than ordinary humanoids, regardless of their
  sentience.
  Late Train
  Late Train
  Late Train
  Late Train
  Late Train
  School conjuration (creation) Level sorc/wiz 5
  Casting Time one standard action
  Components V, S, M (2-5 gp/Purchase DC 2 cash
  thrown onto the empty tracks)
  Range close (25 ft plus 5 ft / level)
  Duration one journey, up to 1 mile / level
  Saving Throw None Spell Resistance No
  This spell conjures a ethereal subway train
  consisting of an engine and 2-3 cars, all composed
  of pale blue light. The late train can carry dozens of
  passengers or vast amounts of cargo, all of whom
  must be present and board (or be loaded onto) the
  train within 5 minutes of the spell’s casting. This
  ghostly subway train journeys to a destination of
  your choosing at roughly the same speed as an
  ordinary train. It automatically bypasses occupied
  lines, taking back tunnels and mysterious shortcuts
  between worlds, so as not to encounter other trains
  on the tracks. The train journeys as close as possible
  to a location you designate, traveling along existing
  subway or train lines, and stopping, if possible at a
  regular stop near your desired destination.
  Lesson in Manners
  Lesson in Manners
  Lesson in Manners
  Lesson in Manners
  Lesson in Manners
  School enchantment (mind affecting)
  Level bard 1, cleric 2, witch 1
  Casting Time one standard action
  Components V, S
  Range close (25 ft plus 5 ft / 2 levels)
  Area 10 ft radius burst
  Duration instant
  Saving Throw WILL negates
  Spell Resistance Yes
  The spell caster’s scorn and annoyance
  becomes a potent weapon. When the mage casts
  this spell, choose a specific irritating behavior (such
  as cutting another person off in traffic, talking on  a
  cellphone in public, ect). The behavior chosen must
  be a non-combat action, unrelated to a potential
  target’s alignment or class features. Thus you could
  decide that the targeted behavior is ‘rudeness to
  waiters’, but couldn’t choose ‘making attacks of
  opportunity’ ‘being chaotic neutral’ or ‘casting a
  spell’ as triggers.
  Once cast, any creature within the target
  area that has preformed the prohibited action within
  the past 24 hours is subject to the spell’s effect. Any
  creature that has preformed the prohibited action
  suffers 1d6 points of non-lethal damage per caster
  level (maximum 10d6 non-lethal). Creatures that
  haven’t preformed the specified action are immune
  to this spell, as are creatures immune to non-lethal
  damage.
  Lifekill
  Lifekill
  Lifekill
  Lifekill
  Lifekill
  School necromancy Level druid 2, sorc/wiz 2
  Casting Time one standard action
  Components V, S
  Range medium (100 ft plus 10 ft / level)
  Duration instant
  Saving Throw FORT partial Spell Resistance Yes
  Requires the Use of Guide to the Known
  Galaxy (Otherverse Games, 2008)
  This spell offers a potent defense against
  Lifechained predators. This spell inflicts 3d6 points
  of damage to any target with the Lifechained
  subtype, plus one point per Lifechained feat the
  creature possesses, or half damage on a successful
  FORT Save. Lifechained creatures suffer a penalty
  on their FORT Save equal to their number of
  Lifechained feats. Non-Lifechains cannot be
  targeted by this spell.
  Lifespawn Mutation
  Lifespawn Mutation
  Lifespawn Mutation
  Lifespawn Mutation
  Lifespawn Mutation
  School transmutation (alignment descriptor based
  on heritage) Level alchemist 6, druid 6, sorc/wiz 6
  Casting Time one minute
  Components V, S, M (Lifechained genetic material
  worth at least 5,000 gp/Purchase DC 23)
  Range touch
  Duration instant
  Saving Throw FORT negates
  Spell Resistance Yes
  Requires the Use of Guide to the Known
  Galaxy (Otherverse Games, 2008)
  
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  This spell ties a creature,
  willing or otherwise, to the
  starspanning eco-system known
  as the Lifechain. This spell can
  only be cast on a living creature
  lacking the Lifechained subtype.
  When this spell is cast, the
  spellcaster chooses a single
  Awakened Heritage from the
  following list. This spell mutates
  the creature to provide them
  with the Awakened Heritage
  Lifechained feat. The spell’s
  alignment descriptors are
  determined by which Awakened
  Heritage the caster chooses to
  impose.
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  Lifeward
  Lifeward
  Lifeward
  Lifeward
  Lifeward
  School abjuration Level druid 4
  Casting Time one standard action
  Components V, S
  Area 15 ft radius plus 5 ft / level
  Duration one minute / level
  Saving Throw FORT partial (see text)
  Spell Resistance Yes
  Requires the Use of Guide to the Known
  Galaxy (Otherverse Games, 2008)
  This spell creates a field of discordant
  cosmic energy that hedges out cells corrupted by
  Lifespawned DNA. Creatures with the Lifechained
  subtype cannot enter the warded area, unless they
  succeed on a FORT Save. Even Lifespawn who
  succeed on a FORT Save suffer distraction and pain
  so long as they remain within the warded area. They
  take a -2 penalty on all attack rolls, skill checks, and
  saving throws, and suffer one point of ongoing bleed
  damage per round.
  Lifechained creatures inside the warded area
  when it is created are pushed to the outside
  perimeter of the field on a failed save. Lifechained
  creatures suffer a penalty on their FORT Save equal
  to the number of Lifechained feats they possess. The
  
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  caster may designate this spell as effective only
  against a single Lifespawn heritage (such as the
  Mother, the Nemesis, ect) in which case it does not
  affect Lifespawns of other types but imposes a -4
  penalty on FORT Saves against creatures of the
  designated heritage.
  Liquidize Wealth
  Liquidize Wealth
  Liquidize Wealth
  Liquidize Wealth
  Liquidize Wealth
  School transmutation Level sorc/wiz 4
  Casting Time one minute
  Components V, S, F (an ATM or e-banking app
  running on a phone or laptop)
  Range touch
  Duration permanent
  Saving Throw FORT negates (object)
  Spell Resistance Yes (object)
  When this spell is cast, a single object of up
  to size Huge melts down into a gleaming puddle of
  gold and silver, than vanishes in a flash of light,
  becoming a purely electronic form of wealth. The
  spellcaster must touch the object to be converted
  and the ATM or computer used as the spell’s focus.
  The sacrificed object is lost forever, effectively
  destroyed, and the spellcaster or a creature
  designated receives a +1 increase to his or her
  Wealth score for every $2,000 or gold pieces in the
  sacrificed items resale value, to a maximum of +10
  Wealth.
  Fractional values are lost; as this spell
  completely destroys an object without trace, it is
  ideal for criminal mages wishing to fence stolen items
  or permanently rid themselves of evidence. The
  beneficiary of the magic must have a current bank
  account, and the wealth increase is symbolized by a
  deposit from some seemingly mundane corporation
  that prolonged investigation will reveal does not
  really exist (Research or Knowledge (civics) DC 30
  to discover the company doesn’t exist).
  Machine Invisibility
  Machine Invisibility
  Machine Invisibility
  Machine Invisibility
  Machine Invisibility
  School illusion Level sorc/wiz 2
  Casting Time one standard action
  Components V, S, F (a hand mirror or compact,
  fogged with the caster’s breath)
  Range touch
  Duration one minute / level (D)
  Saving Throw WILL Negates (harmless, object)
  Spell Resistance Yes (harmless, object)
  The creature or object of up to size Large
  touched cannot be detected by video cameras,
  electronic sensors, radar, motion detectors, or other
  high tech detection systems. The object is also
  invisible to non-sentient machine characters, such as
  robots, constructs and golems. However, the object
  is still visible to sentient machines, such as cyborgs,
  AI and sentient robots and androids. Advanced
  targeting systems, such as those installed in guided
  missiles, provide no bonus on attack rolls against the
  subject, and in many cases, they cannot choose the
  subject as a target at all. This spell does not affect
  vehicles.
  While this spell is active, the invisible object
  does not appear in photographs or cameras, nor will
  photographs taken of the object later appear in a
  photo, though light generated or carried by the
  creature remain visible (thus appearing as a light with
  no visible source in photographs). The object or
  creature cannot be weighed or detected by other
  sensors- it appears to have no mass to scales and
  mass detectors, no heat for infrared sensors to pick
  up, and so on. Microphones do not pick up sounds
  the subject directly makes, but still pick up sounds
  the subject makes by interacting with the
  environment. Items dropped or put down by the
  subject become detectable to machines.
  This spell ends if the subject attacks any
  creature, as is standard for invisibility.
  Machine Invisibility, Vehicular
  Machine Invisibility, Vehicular
  Machine Invisibility, Vehicular
  Machine Invisibility, Vehicular
  Machine Invisibility, Vehicular
  School illusion Level sorc/wiz 3
  This spell functions as machine invisibility,
  but it also allows the caster to hide a vehicle up to
  
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  size Colossal and all its passengers from detection
  by machines. The caster must remain in physical
  contact with the invisible vehicle for the duration of
  the spell, or the affect immediately ends.
  Machine Invisibility, Greater
  Machine Invisibility, Greater
  Machine Invisibility, Greater
  Machine Invisibility, Greater
  Machine Invisibility, Greater
  School illusion Level sorc/wiz 4
  This spell functions as machine invisibility but
  the affect does not end if the subject makes an
  attack.
  Machine Invisibility-
  Machine Invisibility-
  Machine Invisibility-
  Machine Invisibility-
  Machine Invisibility-
  Vehicular, Greater
  Vehicular, Greater
  Vehicular, Greater
  Vehicular, Greater
  Vehicular, Greater
  School illusion Level sorc/wiz 5
  This spell functions as machine invisibility,
  vehicular, but the affect does not end if the subject
  vehicle makes an attack.
  Mecha Genesis
  Mecha Genesis
  Mecha Genesis
  Mecha Genesis
  Mecha Genesis
  School conjuration (creation) (earth)
  Level cleric 6, sorc/wiz 7
  Casting Time one minute
  Components V, S, M (alloys, rare earth circuit
  components and a program-ready AI memory core,
  all worth about 1,000 gp/Purchase DC 18)
  Range touch
  Duration instant
  Saving Throw None Spell Resistance No
  In Galaxy Command, this spell is often the
  province of alien techno-mages, and spellcasters
  capable of casting Mecha Genesis are well regarded
  in Star Droid society. When this spell is cast,
  slithering tendrils of yellow and white lightning lash
  out and assemble one or more Star Droids (see
  Galaxy Command core rulebook). The spell can
  either construct one Star Droid with heroic class
  levels or 1d4+1 Star Droids with ordinary class
  levels, chosen when the spell is cast. These Star
  Droids have an alignment or affiliation similar to the
  spellcaster, and are initially friendly towards him, but
  the spellcaster has no special control or knowledge
  over these newly assembled droids.
  Media Mend
  Media Mend
  Media Mend
  Media Mend
  Media Mend
  School transmutation Level sorc/wiz 0
  Casting Time one standard action
  Components V, S, (a drop of adhesive or alcohol)
  Range touch
  Duration instant
  Saving Throw None (harmless, object)
  Spell Resistance No (harmless, object)
  This spell makes minor repairs to a piece of
  media (an old, tangled cassette tape, scratched
  DVD or even a crumbling papyrus scroll), to allow
  the media to be played or read easily. This spell
  effectively removes the broken condition from this
  object.
  Metal Stealth
  Metal Stealth
  Metal Stealth
  Metal Stealth
  Metal Stealth
  School illusion Level bard 1, sorc/wiz 1,witch 1
  Casting Time one standard action
  Components V, S, M (a piece of waxed parchment
  wrapped in foil)
  Range touch
  Duration one minute/level
  Saving Throw None (harmless)
  Spell Resistance No (harmless)
  This spell hides a single metal object of size
  Medium or smaller and weighing up to 10 lbs per
  caster level from detection by metal detectors or
  most advanced sensors. If a character makes a
  Search (Perception) check to detect the concealed
  object, he or she receives no equipment bonuses on
  the attempt to detect the masked object.
  Millionaire’s Scourge
  Millionaire’s Scourge
  Millionaire’s Scourge
  Millionaire’s Scourge
  Millionaire’s Scourge
  School evocation Level cleric 3, druid 3, witch 3
  Casting Time one standard action
  Components V, S
  Range medium (100 ft plus 10 ft / level)
  Duration instant
  Saving Throw REF half (see text)
  Spell Resistance No
  This potent damage-dealing spell turns the
  victim’s wealth and social standing against him. A line
  of golden force slams into the target with the force of
  a train. A poor victim has little to fear from this spell,
  but a wealthy target is lucky to escape in one piece.
  
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  This spell inflicts 2d6 points of damage, plus
  an additional +1d6 points of damage per every three
  points of the target’s Wealth bonus (maximum
  +12d6 additional damage). Alternatively, this spell
  inflicts +1d6 points of additional damage per 1,000
  GP of wealth (including magic items) carried on the
  target’s person, with the same damage cap.
  All coins, cash, non-magical jewelry or
  credit card must succeed at an additional FORT
  save as attended objects or be destroyed, further
  inconveniencing the target. This occurs whether or
  not the target makes a REF save for half damage.
  Minutes Become Hours
  Minutes Become Hours
  Minutes Become Hours
  Minutes Become Hours
  Minutes Become Hours
  School abjuration
  Level cleric 5, sorc/wiz 5, witch 5
  Casting Time one standard action
  Components V, S, M (a handful of colored sand
  and crushed rose petals sprinkled around the area to
  be warded)
  Range touch
  Area 10 ft radius around the caster plus an
  additional +10 ft / level or size of the warded area,
  whichever is smaller
  Duration one round (actual time) per level
  Saving Throw WILL negates (harmless)
  Spell Resistance Yes (harmless)
  You carve a short lived pocket dimension
  out of reality. In this other dimensional sanctuary,
  time passes more quickly, allowing you to rest and
  heal while only a few seconds pass for the outside
  world.
  This spell must be cast in a discrete,
  enclosed area, such as a bedroom or closet, though
  any bounded, enclosed area (even a tent, cave or
  stone circle) can serve. The spell’s magic wards the
  area, casting out of normal time/space and
  projecting it into a more swiftly flowing timestream.
  Every round that passes for the outside world
  (actual time) is an hour for those within the warded
  area (subjective time).
  During this time, those within the spell-zone
  can sleep, heal naturally, use the Heal or Treat Injury
  skill to treat their wounds, use healing potions and
  magic, or perform almost any other action. Any
  poisons or spell effects brought into the spell-zone
  by one of its inhabitants continue to function and
  spell durations continue to expire in the subjective
  time zone. Communication with the outside world is
  impossible during this time; cell phones and similar
  devices cannot penetrate the warded area, nor can
  psionic or magical communication.
  Those within the warded area do not
  recover spells or spellslots, due to the fundamental
  differences between the ward-zone and true reality.
  If someone outside the warded area enters the
  ward-zone, the spell ends abruptly.
  Necrotic Shot
  Necrotic Shot
  Necrotic Shot
  Necrotic Shot
  Necrotic Shot
  School necromancy Level sorc/wiz 3, witch 3
  Casting Time one standard action
  Components V, S, M (boneshards or teeth from a
  humanoid slain by gunfire)
  Range touch
  Duration one round / level or until discharged
  Saving Throw WILL partial (see text)
  Spell Resistance Yes
  This potent, deadly spell is the terror of the
  modern magical battlefield. When this spell is cast,
  you imbue a single bullet with a powerful
  necromantic effect. A target struck by this bullet
  suffers damage normally, and must succeed at a
  WILL Save or suffer an additional curse. If the
  target fails this WILL Save, the hit point loss from
  this gunshot becomes permanent HP loss.
  Even if the target successfully saves against
  permanent HP loss, the powerful necromancy effect
  prevents the damage from healing, either by magic
  or via natural healing for 24 hours after the damage
  occurs.
  A remove curse spell will negate the effect
  of Necrotic Shot and allow damage to begin healing
  (or be healed) normally. Remove curse does not
  allow the target to recover permanently lost HP,
  however.
  
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  Necrotic Shot, Greater
  Necrotic Shot, Greater
  Necrotic Shot, Greater
  Necrotic Shot, Greater
  Necrotic Shot, Greater
  School necromancy Level sorc/wiz 5, witch 5
  This spell functions as Necrotic Shot, except
  when the spell is cast, the spellcaster can apply this
  spell to all rounds in a revolver’s cylinder or within a
  single ammunition magazine. This spell does not
  affect belt fed or break action weapons, nor does it
  affect energy weapons.
  Nerve Fire
  Nerve Fire
  Nerve Fire
  Nerve Fire
  Nerve Fire
  School enchantment (mind affecting) (fire)
  Level sorc/wiz 4, witch 4
  Casting Time one standard action
  Components V, S, M (dissected neural tissue
  mounted on a slide)
  Range medium (100 ft plus 10 ft / level)
  Area 20 ft radius spread
  Duration instant
  Saving Throw WILL partial (see text)
  Spell Resistance Yes
  This spell is a modern variant of the
  fearsome fireball, a flame of thought that can cook a
  man from the brains outward. This spell generates
  mental flames that inflict 1d8 points of damage per
  caster level (maximum 10d8). Creatures who suffer
  at least 40 points of damage from this spell are also
  stunned for 1d4 rounds.
  You point and determine the area where the
  nerve fire will erupt, determining distance and height.
  The nerve fire will detonate early if it intersects a
  barrier prior to attaining the prescribed range. An
  early impact results in early detonation. If attempting
  to send the nerve fire through a narrow opening, a
  ranged touch attack is necessary, or else the nerve
  fire strikes the barrier and detonates early.
  Nerve fire inflicts no damage on objects and
  does not affect creatures immune to mind affecting
  abilities. Creatures who succeed on a WILL Save
  only take half damage. Unlike fireball, the nerve fire
  can never break barriers, which contains the effect if
  cast in a narrow area.
  Nuclear Winter
  Nuclear Winter
  Nuclear Winter
  Nuclear Winter
  Nuclear Winter
  School evocation (cold) Level cleric 6, sorc/wiz 6
  Casting Time one standard action
  Components V, S
  Range medium (100 ft plus 10 ft / level)
  Area cylindrical area (20 ft radius, 40 ft high plus 5
  ft in both dimension / two levels)
  Duration one round / two levels
  Saving Throw None Spell Resistance Yes
  You call upon the cold and radioactive fury
  of an endless post-nuke winter, creating a frozen and
  irradiated hell that is hostile to all life. In addition to
  creating a punishing ice storm, the spell also bathes
  the area in low levels of lethal radioactive fallout.
  Great magical hailstones pound down,
  dealing 3d6 points of bludgeoning damage and 2d6
  points of cold damage to every creature in the area
  per level of this spell.
  A –4 penalty applies to each Perception
  (Listen) check made within the ice storm’s effect,
  and all land movement within its area is at half
  speed. At the end of the duration, the hail
  disappears, leaving no aftereffects (other than the
  damage dealt).
  Worse, each round the storm continues, all
  creatures within the target area are exposed to a low
  dose of radiation (as described in the D20 Future
  core rules). When the spell ends, the irradiation
  vanishes, though the damage the radioactive
  exposure causes remains.
  Occupational Hazard
  Occupational Hazard
  Occupational Hazard
  Occupational Hazard
  Occupational Hazard
  School necromancy
  Level cleric 5, sorc/wiz 5, witch 5
  Casting Time one standard action
  Components V, S
  Range medium (100 ft plus 10 ft / level)
  Area 30 ft radius burst
  Duration instant
  Saving Throw WILL half Spell Resistance Yes
  This spell is designed to punish a specific
  class or caste, and in the Otherverse America
  setting, is a feared weapon of Lifer Modern
  
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  Spellcasters. When this spell is cast, the spellcaster
  designates a single class, which can be a PFRPG
  core class, D20 Modern Basic Class, Advanced
  Class or Prestige class, (or class from another
  source common to the campaign). All members of
  the targeted class within the spell’s area suffer 1d10
  points of damage per class level (to a
  maximum of 20d10), with a WILL
  Save for half damage.
  Open All Night
  Open All Night
  Open All Night
  Open All Night
  Open All Night
  School conjuration (creation)
  Level bard 2, sorc/wiz 3
  Casting Time one minute
  Components V, S, M (the money
  used to make the purchase or
  transaction involved in the spell)
  Range touch
  Duration one hour (D)
  Saving Throw None (harmless)
  Spell Resistance No (harmless)
  When this spell of convenience is
  cast, mystical energy surges through a
  closed business, powering shut down
  machines and igniting overhead lights
  turned off for the day. The business’
  cash register is replaced by a glowing,
  spectral duplicate, and a ghostly vision
  of a typical storekeeper appears
  behind the register, ready to do
  business.
  This spell can only be cast on an
  empty business that is closed
  temporarily; if the building is inhabited,
  such as by a night stocker, cleaning
  crew or watchman, the spell simply
  fails to function. For one hour after the
  spell is cast, the business is considered
  open and functions exactly as it would
  during a typical business day. The
  caster or designated allies, present
  when this spell is cast can utilize the
  facility normally, to make purchases,
  enjoy a meal (in a closed restaurant) or otherwise
  use the facilities in any way a standard customer
  could. The spell immediately ends if the caster or his
  allies enter any non-public area or behave in a way
  that would cause comment among a real staff.
  Funds used (or Wealth checks made) during
  the transaction are used up normally, and in a day or
  
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  two, find their way into the coffers or accounts of
  the closed business, placed there as if by ordinary
  commerce. If purchasing items with any restriction
  rating (such as by using this spell at a closed gun
  shop), the restriction ratings are the same when
  interacting with the store’s phantom staff. At the end
  of the spell’s duration, the caster’s presence is
  cleaned up, exactly as if the staff of the business
  cleaned up after them after an ordinary day of
  business.
  Pan-Immunity
  Pan-Immunity
  Pan-Immunity
  Pan-Immunity
  Pan-Immunity
  School abjuration Level cleric 4, druid 4
  Casting Time one standard action
  Components V, S, DF
  Range touch
  Duration one minute / level
  Saving Throw FORT Negates (harmless)
  Spell Resistance Yes (harmless)
  This spell sheathes the recipient in a barely
  perceptible golden aura. For the duration of the
  spell, the recipient becomes immune to radiation,
  poison and all non-magical forms of disease.
  Pride of the Collection
  Pride of the Collection
  Pride of the Collection
  Pride of the Collection
  Pride of the Collection
  School conjuration (creation) Level bard 1
  Casting Time one minute
  Components V, S, M (art objects similar to the
  object too be conjured, worth about 10 gp/
  Purchase DC 3)
  Special caster must have at least 1 rank in
  Knowledge (popular culture) to cast this spell
  Range touch
  Duration permanent
  Saving Throw None Spell Resistance No
  This spell summons unique art work
  from somewhere else in the multiverse, giving
  collector-mages a unique piece for their
  collection. With this spell, you might summon a
  CD of John Lennon songs written during the
  90s and referencing the Oklahoma City
  bombing, the first issue of Avengers penciled by
  Curt Swan instead of Jack Kirby, or virtually any
  piece of pop entertainment from a parallel world
  where art, culture and history took slightly
  different paths. While this artifact may be
  amusing, and a source of great personal
  entertainment, it is virtually valueless in mainstream
  reality, as most would assume the object is a clever,
  but obvious forgery, if put up for sale in the caster’s
  timeline.
  Penetrating Energy Weapon
  Penetrating Energy Weapon
  Penetrating Energy Weapon
  Penetrating Energy Weapon
  Penetrating Energy Weapon
  School evocation Level sorc/wiz 3
  Casting Time one standard action
  Components V, S, M (a small, synthetic ruby worth
  10-15 gp/Purchase DC 3)
  Range touch
  Duration one round / level
  Saving Throw None (object)
  Spell Resistance None (object)
  .
  This spell sheathes a single, touched energy
  weapon in a faint pinkish glow, and allows its blasts
  to slice through even the hardest anti-energy
  defenses. For the duration of the spell, the touched
  energy weapon inflicts damage of an unspecified
  energy type, rather than Fire, Electricity or some
  
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  other energy type. As a result, resistances or
  immunity to specific energy forms do not apply to
  blasts from the enchanted weapon. No other
  qualities of the enchanted weapon change.
  Phantom Bullets
  Phantom Bullets
  Phantom Bullets
  Phantom Bullets
  Phantom Bullets
  School transmutation Level alchemist 5, sorc/wiz 5
  Casting Time one standard action
  Components V, S, M (a tiny piece of lithium metal)
  Range touch
  Duration one hour / level
  Saving Throw None (object)
  Spell Resistance No (object)
  This spell turns up to 50 bullets, all of which
  must be touched at time of casting, into semi-real
  energy matrixes, which are incorporeal projectiles
  that only harm their intended targets.
  Phantom bullets pass through intervening
  obstacles including armor, and ignore cover bonuses
  to defense. Attacks with phantom bullets are ranged
  touch attacks. Barriers of magical energy, such as a
  wall of force, stop phantom bullets. Phantom bullets
  pass harmlessly through any creatures other than the
  intended target, and thus suffer no penalty for firing
  into melee, nor will they ever harm a civilian
  unintentionally. Phantom bullets affect incorporeal or
  ethereal targets normally.
  Phantom bullets count as a +3 magic
  weapon for the purpose of overcoming damage
  reduction. These bullets disappear seconds after
  they strike a target, making it impossible to gather
  ballistic evidence from these enchanted rounds.
  Photomapping
  Photomapping
  Photomapping
  Photomapping
  Photomapping
  School divination Level bard 3, sorc/wiz 3
  Casting Time one standard action
  Components V, S
  Range personal
  Duration instant
  Saving Throw None Spell Resistance No
  This spell allows you to instantly trace a
  photograph back to the point it was taken. When
  you cast this spell, you gaze at a single photograph
  (which can be printed or digital), and for a second,
  the exact street address or GPS coordinates of the
  location where the image was taken flashes across
  the image.
  Psychedelic World
  Psychedelic World
  Psychedelic World
  Psychedelic World
  Psychedelic World
  School illusion (mind affecting, chaotic)
  Level bard 4, sorc/wiz 4
  Casting Time one standard action
  Components V, S, M (a rainbow sticker or item of
  clothing, consumed when this spell is cast)
  Range 60 ft radius continually emitted from your
  body, that moves with you
  Duration one round / level
  Saving Throw WILL partial (see text)
  Spell Resistance Yes
  This spell creates a zone of shifting, clashing,
  psychedelic colors that tint everything within the
  spell’s area, and generate bright illumination within
  this area. All creatures caught within this hyper-
  colorful aura are treated as being Chaotic,
  regardless of their actual actions or alignment. This
  may suppress certain class features or powers for
  the spell’s duration, or make creatures within the
  area more vulnerable to spells that target chaos.
  While caught within the spell, targets must
  succeed at WILL Save every round. Failure
  indicates the creature is dazzled that round. If the
  target fails two consecutive WILL Saves against the
  psychedelic world spell, he or she automatically fails
  all saving throws against illusion effect for the spell’s
  duration.
  Radiation Purge
  Radiation Purge
  Radiation Purge
  Radiation Purge
  Radiation Purge
  School transmutation Level sorc/wiz 4, druid 3
  Casting Time one standard action
  Components V, S, M (a tiny vial of potassium)
  Range close (25 ft plus 5 ft / level)
  Area one 5 ft square / level
  Duration instant
  Saving Throw None (object)
  Spell Resistance No (object)
  A wave of pale white light erupts from the
  caster’s hand, scrubbing away radioactivity. When
  this spell is cast, all objects within the designated 5 ft
  squares have their level of radioactivity reduced by
  
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  one step per three caster levels. Unless irradiated
  again, the change in radioactivity is instant and thus,
  permanent. This spell will affect radioactive
  materials, such as uranium fuel slugs, but will not
  affect devices specifically designed to channel or
  utilize radiation, such as a nuclear reactor or atomic
  weapon within the spell’s range.
  Rain of Artillery
  Rain of Artillery
  Rain of Artillery
  Rain of Artillery
  Rain of Artillery
  School evocation (fire) Level sorc/wiz 6
  Casting Time one standard action
  Components V, S, F (tactical maps, either printed
  or electronic, of the area of be targeted)
  Range 1 mile/caster level (see text)
  Duration Instant
  Saving Throw REF half  Spell Resistance No
  This powerful war-spell enables the Modern
  Spellcaster to kill targets far over the horizon, with
  ranges comparable to modern heavy artillery
  bombardment. This spell affects a line of 5 ft squares
  equal to the caster’s level, which can be arranged
  either vertically or horizontally, or diagonally,
  anywhere within the spell’s maximum range. The
  spellcaster does not need to see the target area, but
  must clearly understand where the spell is to be
  targeted, such as by viewing the location through
  binoculars, over a live camera, via GPS coordinates
  or through a detailed tactical map.
  All creatures and objects within the target
  zone suffer 6d6 points
  of fire damage plus an
  additional +1d6 points
  of fire damage per
  caster level (to a
  maximum of 25d6),
  with a REF Save
  offered for half
  damage.
  This spell
  cannot be cast closer
  than to within ¾ mile
  of the spellcaster’s
  current position.
  Rain of Artillery (Heavy)
  Rain of Artillery (Heavy)
  Rain of Artillery (Heavy)
  Rain of Artillery (Heavy)
  Rain of Artillery (Heavy)
  School evocation (fire) Level sorc/wiz 9
  This spell functions as Rain of Artillery
  except that base damage is 6d10 and increases by
  +1d10 per caster level. There is no maximum
  damage cap on Heavy Rain of Artillery.
  This spell cannot be cast closer than to
  within 2 miles of the spellcaster’s current position.
  Raise Neverborn
  Raise Neverborn
  Raise Neverborn
  Raise Neverborn
  Raise Neverborn
  School necromancy Level sorc/wiz 5, witch 5
  Casting Time one minute
  Components V, S, M (human fetal tissue)
  Range touch
  Duration instant
  Saving Throw No (harmless)
  Spell Resistance No (harmless)
  This spell is a refinement of the Life from
  Death Object Philosophy that created the
  Neverborn species (Species of the Otherverse,
  Otherverse Games, 2011). When this spell is
  complete, you create a Neverborn with a single
  heroic class level of your choice. You may choose to
  create the Neverborn as an Adult, Young Adult or
  Child. You have no special connection or control
  over the created Neverborn, but when it is created it
  shares your basic beliefs and allegiances.
  
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  Recharge the Body
  Recharge the Body
  Recharge the Body
  Recharge the Body
  Recharge the Body
  School conjuration (electricity) (healing)
  Level alchemist 3, cleric 3, sorc/wiz 4
  Casting Time one standard action
  Components V, S, F (a connection to a city power
  grid)
  Range touch
  Duration instant
  Saving Throw WILL negates (harmless)
  Spell Resistance Yes (harmless)
  By converting electrical energy to raw
  eldritch power, you recover quickly from physical
  pain and debility. You must touch, and draw
  electrical energy from a wall socket, power main or
  other connection to a power grid (or powerful
  source of electricity, such as a micro-nuclear
  reactor). The recharge spell instantly eliminates any
  or all of the following conditions: cowering, dazed,
  exhausted, fatigued, nauseated, shaken, sickened,
  stunned. In addition the recharge the body spell
  instantly cures blindness or deafness caused by a
  spell or spell-like ability.
  Creatures who are either Immune to or
  Vulnerable to Electricity are affected more strongly
  by this spell, healing 1d8 points of damage +1 point
  per level (no cap) in addition to the listed effects.
  Re-Energize
  Re-Energize
  Re-Energize
  Re-Energize
  Re-Energize
  School transmutation Level alchemist 0, cleric 0
  Casting Time one standard action
  Components V, S, M (a candy or protein bar or
  energy drink
  Range touch
  Duration instant / 5 minutes
  Saving Throw FORT negates (harmless)
  Spell Resistance Yes (harmless)
  This spell imbues a snack bar or energy
  drink with mystical energy. If consumed within 5
  minutes of this spell being cast, the enchanted food
  or drink removes the fatigued condition from
  anyone who eats it. The entire candybar or drink
  must be consumed to have any effect; only a single
  creature can benefit from a casting of this spell. \
  Reflect the Camera
  Reflect the Camera
  Reflect the Camera
  Reflect the Camera
  Reflect the Camera
  School divination Level bard 2, sorc/wiz 2
  Casting Time one standard action
  Components V, S, M (silvers from a broken
  mirror)
  Range personal
  Duration instant
  Saving Throw None Spell Resistance No
  This spell changes your perception so that
  you briefly experience a two dimensional
  photograph as a three dimensional world. While
  casting this spell, you gaze at a photograph (which
  may be printed or digital) and choose a focal point
  within the image For a few seconds after casting the
  spell, you see other aspects of the scene
  photographed, as if the camera where in the place of
  the focal point chosen, looking outward. Effectively,
  you see what the person standing at the focal point
  chosen would have seen, possibly including the
  photographer or other details. Lighting conditions
  and visibility in the image are identical to conditions
  when the photograph was taken.
  Reload
  Reload
  Reload
  Reload
  Reload
  School transmutation Level sorc/wiz 2
  Casting Time move equivalent action
  Components V, S
  Range touch
  Duration instant
  Saving Throw None (harmless, object)
  Spell Resistance No (harmless, object)
  This spell instantly reloads any revolver or
  magazine fed firearm. The ammunition created is
  non-magical, and has no special properties. This
  spell has no effect on energy weapons, nor belt fed
  weapons or break action weapons.
  
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  Rocket Launcher
  Rocket Launcher
  Rocket Launcher
  Rocket Launcher
  Rocket Launcher
  School evocation Level sorc/wiz 4
  Casting Time one standard action
  Components V, S
  Range personal
  Duration one round / level or until all shots are fired
  Saving Throw None Spell Resistance No
  This spell creates a luminous rocket launcher
  composed of brilliant yellow/white energy. The
  caster pantomimes the act of readying and firing a
  shoulder-fired rocket, requiring the use of both
  hands. When the mystic rocket launcher is fired, a
  trail of flame travels from the muzzle of the glowing
  weapon to the target.
  This magic weapon functions identically to a
  M72A3 LAW rocket (described in D20 Modern),
  except it is considered a magic weapon for the
  purpose of overcoming damage reduction. Range
  penalties and non-proficiency penalties, if applicable,
  apply to attacks with this magical weapon. The
  magic rocket launcher has no weight and causes no
  encumbrance.
  Firing a shot with the magic rocket launcher
  is a full round action. The caster can fire a number of
  shots equal to ½ his caster level (rounded down).
  The spell ends when the duration expires or when all
  shots are fired.
  Sanitizing Touch
  Sanitizing Touch
  Sanitizing Touch
  Sanitizing Touch
  Sanitizing Touch
  School transmutation Level alchemist 0
  Casting Time one standard action
  Components V, S, M (distilled water or bleach
  dripped on the caster’s fingertips)
  Range touch
  Duration instant
  Saving Throw None (object)
  Spell Resistance No (object)
  This simple spell is a cornerstone of both
  medical and criminal magic. When this spell is cast,
  the spellcaster touches an object, and the magic
  instantly wipes away all micro-organisms and
  forensic traces (such as blood drops, semen, hair or
  skin samples) within a single 5 ft cube. This spell
  does not have any effect on larger pieces of forensic
  evidence (such as bullet casings), or objects
  intentionally dropped or left behind by a creature. It
  has no affect on magical diseases lurking somewhere
  in the area, but will prevent the possibility of
  mundane contamination.
  Sat-Kill
  Sat-Kill
  Sat-Kill
  Sat-Kill
  Sat-Kill
  School evocation (light) (electricity)
  Level druid 8, sorc/wiz 8
  Casting Time one standard action
  Components V, S, M (a sliver of asteroidal iron or
  a component from a downed satellite or space
  station)
  Range 20 mile radius burst, centered on the caster
  Duration Instant (see text)
  Saving Throw None (object)
  Spell Resistance No (object)
  When this spell is cast, a column of
  electromagnetic fury blasts upward through the
  atmosphere, destroying all satellites whose area of
  coverage or footprint includes the spell’s radius. This
  spell fries the systems of surveillance,
  communications and weapons sats alike, rendering
  them completely useless, and shielding the area from
  surveillance and photography for at least 2d8 hours,
  until concerned entities can task other satellites to
  the area to pick up the slack. In addition, sat-linked
  communications within the spell’s area become
  useless for at least 24 hours, and possibly more, at
  the game masters discretion.
  The light flare accompanying this spell can
  be seen for miles, and creatures within 100 ft of the
  spell caster must succeed at a DC 15 FORT Save
  or be blinded for 1d6 minutes.
  In addition to the intended effects, this spell
  may destroy dozens, even hundreds of civilian
  satellites, disrupting commerce and communication.
  Roll 1d6 to see what side effects are caused by this
  spell.
  1. Telephone and sat radio communication
  within the entire state/county/province/ect
  the spell is cast are shut down for 6d6
  hours.
  2. All Computer Use checks made within the
  state where the spell is cast require double
  
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  the normal time for 6d6 hours, due to slow
  and intermittent internet/Mesh connections.
  3. All credit card transactions and ATM
  systems within the area of effect fail for
  1d6+1 days.
  4. Anyone within the state where this spell is
  cast with a Wealth bonus of +10 or greater
  permanently loses -1d4 points of Wealth,
  due to market disruptions.
  5. Commercial television and cable stations go
  offline for 1d4+1 days in the spell’s area.
  6. Research checks made in the area suffer a
         -2d10 penalty for the next 1d4+1 days, due
  to data loss and system glitches.
  Segregating Fog
  Segregating Fog
  Segregating Fog
  Segregating Fog
  Segregating Fog
  School abjuration (chaos)
  Level cleric 9, druid 9, sorc/wiz 9, witch 9
  Casting Time one hour
  Components V, S, M (a scale model of a city
  landmark, worth at least 100 gp/Purchase DC 10)
  Range one city, or large portion of a city, up to a 25
  mile radius
  Duration one hour / level
  Saving Throw None Spell Resistance No
  For a time, this potent magik transports a
  city partially into the void-reality known as the Plane
  of Shadows. A cloying grey mist that brings a cold
  drizzle and drops temperatures by at least 10
  degrees F rolls in as the spell’s ritual begins. By the
  end of the ritual, the fog becomes a physical barrier.
  No creature or object can pass into or out of the
  segregating fog by purely physical means.
  Communications signals (radio, TV, phone, wifi or
  Meshlinks) fail to function. Power lines and other
  infrastructure leading out of the segregated city fail,
  as if they had been cut.
  Characters with only ordinary class levels
  are considered fatigued for the duration of the spell;
  if caused the become fatigued, they become
  exhausted instead. The Plane of Shadows saps their
  strength and will during their sojourn. Heroic
  
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  characters suffer a -2 penalty on all WILL and
  FORT saves while trapped within the segregating
  fog.
  Singularity Lock
  Singularity Lock
  Singularity Lock
  Singularity Lock
  Singularity Lock
  School abjuration
  Level cleric 10, druid 10, sorc/wiz 10
  Casting Time one round
  Components V, S, M (a few flakes of white dwarf
  matter, contained in a magnetic bottle and weighing
  several tons, worth 10,000 gp/Purhcase DC 26)
  Range a single solar system
  Duration one day/level (D)
  Saving Throw WILL partial (see text)
  Spell Resistance No
  This spell seals a solar system from the non-
  rational dimensions that allow hyperspace travel. For
  the duration of the spell, no starship can enter or
  leave the system by travel through any faster-than-
  light means, including hyperspace or the ITF
  Corridor. Individual starship captains may attempt a
  WILL Save while entering the system; if successful
  that particular starship may travel normally through
  the locked system. If the save fails, the starship
  drops back into normal space and its journey ends
  just outside the orbit of the system’s farthest planet.
  This spell does not affect magical or planar travel.
  Smart Meal
  Smart Meal
  Smart Meal
  Smart Meal
  Smart Meal
  School divination
  Level alchemist 1, bard 1, sorc/wiz 1, witch 1
  Casting Time one minute
  Components V, S, M (food to be enchanted)
  Range touch
  Duration 1 hour per level or until discharged
  Saving Throw WILL negates (harmless)
  Spell Resistance Yes
  You encode raw data and knowledge into a
  meal you prepare. Once the smart meal (which can
  take the form of virtually any dish you choose) is
  ready, it can be shared by a number of creatures up
  to your primary casting modifier (INT for Modern
  Spellcasters). When this spell is cast, you choose a
  single skill you have at least one rank in; you can
  encode a luck bonus on checks with that skill equal
  to your ranks. At any point before the spell’s
  duration expires, the recipient of the smart meal can
  access the luck bonus as a free action.
  Sniping Laser
  Sniping Laser
  Sniping Laser
  Sniping Laser
  Sniping Laser
  School evocation (force) Level sorc/wiz 3
  Casting Time one round
  Components V, S
  Range long (400 ft plus 40 ft / level)
  Duration instant
  Saving Throw None Spell Resistance Yes
  This combat spell enables the spellcaster to
  fire a line of milk-white force capable of blowing
  apart an engine block, or turning a human skull into
  bloody bone fragments. This spell functions
  identically to magic missile, except the spellcaster
  fires a single sniping laser as a full round action. This
  spell automatically hits any target in range that does
  not have total cover or concealment, and inflicts
  1d10 points of force damage per two caster levels
  (5d10 maximum).
  Speciate
  Speciate
  Speciate
  Speciate
  Speciate
  School transmutation Level druid 9
  Casting Time one hour
  Components V, S, F (a complete genetic map of
  the species to be uplifted, a long term project
  requiring resources equal to at least 500,000 gp/
  Purchase DC 39)
  Range a single continent or landmass
  Duration instant
  Saving Throw FORT negates (harmless)
  Spell Resistance Yes (harmless)
  Requires the Use of Fursona: The
  Definitive Guide to Creating Anthropomophic
  Heroes (Otherverse Games, 2011)
  This spell forces evolution in a new
  direction, creating a unique new species from a
  geographically isolated existing species. When this
  spell is cast, all creatures genetically related to the
  genome provided are transformed; the gamemaster
  determines whether hybrid creatures (such as Half-
  Elves when Elves are the intended target) are also
  transformed.
  The spellcaster chooses a single Anthro
  order to determine favored racial traits, and applies
  up to two (2) Build Points worth of major or minor
  
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  traits to all creatures affected by Speciate. All
  genetically similar
  creatures within the
  target landmass who fail
  or forego a FORT save
  become a newly evolved
  species. The new
  species is genetically
  distinct and no longer
  interfertile with its parent
  species. A particular
  species can only be
  affected by Speciate
  once during its evolution,
  but multiple enclaves of
  the same parent species
  on different landmasses
  (say, North American
  and Australian homo
  sapiens) can be affected
  by separate castings of the
  Speciate spell, becoming
  entirely new species.
  Only living creatures may be
  affected by Speciate. Oozes and many
  aberrations have such unusual anatomies
  and genomes they are not affected by this
  spell.
  Spellslinger
  Spellslinger
  Spellslinger
  Spellslinger
  Spellslinger
  School enchantment Level Modern Spellcaster 2
  Casting Time one standard action
  Components V, S, F (a pair of high quality shooting
  gloves)
  Range personal
  Duration one round / level
  Saving Throw None Spell Resistance No
  This modern combat spell turns even the
  most studious Modern Spellcaster into an expert
  gunslinger. For the duration of the spell, the Modern
  Spellcaster adds his INT modifier as an insight
  bonus on ranged attack rolls with modern or
  futuristic weapons (including superhuman power
  blasts and ranged spells, but not with bows,
  crossbows or other primitive ranged weapons).
  The Modern Spellcaster may also choose to
  add his caster level as bonus damage on any
  successful ranged attack roll, but doing so
  instantly ends this spell.
  Spreading Sedition
  Spreading Sedition
  Spreading Sedition
  Spreading Sedition
  Spreading Sedition
  School enchantment (mind-affecting)
  (language dependant)
  Level bard 5, sorc/wiz 5
  Casting Time one standard action
  Components V, S
  Area 30 ft burst centered on you
  Duration one minute / level
  Saving Throw WILL Negates
  (see text) S
  pell Resistance Yes
  When this spell is cast, a
  word of hate and distrust
  prevents allies from working
  effectively as a team. All
  targets within the spell’s area
  must succeed on a WILL
  Save; if they fail, the creature
  cannot benefit from flanking,
  cannot use the aid another
  action, nor can they
  designate any creature as
  an ally for the purpose of
  spells or other powers.
  If at least half the targets
  within the spell’s area fail
  their saving throw, the
  sedition is worsened.
  All creatures who
  failed their saving
  throw, in this case are
  treated as if affected
  by Charm Monster
  instead.
  If the targets
  manage to save
  against the Charm
  Monster effect, they are still affected by Spreading
  Sedition for this spell’s duration.
  
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  Submersible Vehicle
  Submersible Vehicle
  Submersible Vehicle
  Submersible Vehicle
  Submersible Vehicle
  School transmutation Level sorc/wiz 6
  Casting Time one standard action
  Components V, S, M (waterproof tar smeared on
  the vehicle’s tires or windows)
  Range touch
  Duration 10 minutes / level
  Saving Throw None (object)
  Spell Resistance No (object)
  This spell functions as Amphibious Vehicle,
  except it allow allows the enchanted vehicle to
  submerge itself and travel underwater. The
  enchanted vehicle can safely descend to a depth of
  up to 500 ft plus 100 ft per caster level. The spell
  provides clean, breathable air to the vehicle’s
  occupants. Opening the vehicle in any way, including
  opening windows, immediately ends the spell, which
  could prove instantly fatal if the vehicle is deeply
  submerged.
  If the spell’s duration ends while the vehicle
  is still submerged, the vehicle ascends to the surface
  at a slow enough rate not to risk decompression
  sickness by the occupants. The vehicle then begins
  to sink again, at the normal rate for a vehicle of its
  type.
  Sudden Flowering
  Sudden Flowering
  Sudden Flowering
  Sudden Flowering
  Sudden Flowering
  School transmutation Level druid 4, witch 5
  Casting Time one standard action
  Components V, S, M (a Kijimunna’s fruiting body)
  Range close (25 ft plus 5 ft / level)
  Area 30 ft omni-directional burst
  Duration permanent
  Saving Throw WILL Negates (object)
  Spell Resistance No (object)
  With a squealing cry of child-like joy, you
  toss a nourishing berry freely given from a
  Kijimunna’s body into the air, where it explodes in a
  storm of juicy pulp and cherry blossom leaves.
  (Kijimunna are described in Black Tokyo Legends:
  Races of the Tatakama, Otherverse Games,
  2012.) All non-magical metal objects- from swords,
  guns and cell phones to modern automobiles within
  the burst area are transmuted to wood, flowers and
  fruits. Attended objects are allowed a WILL Save to
  resist the transmutation.
  Most objects transformed into wood and
  plant matter become useless, but melee weapons
  transformed by this spell are simply treated as clubs
  or quarterstaffs, depending on size and shape.
  Sudden Flowering does not affect metal directly
  implanted in a living body- it cannot affect dental
  fillings, earrings, nor cybernetic implants, nor will it
  affect characters created from metal, from
  constructs to Star Droid robots.
  Synthesize Drugs
  Synthesize Drugs
  Synthesize Drugs
  Synthesize Drugs
  Synthesize Drugs
  School conjuration (creation)
  Level alchemist 2, druid 3
  Casting Time one standard action
  Components V, S, M/DF (an empty drug
  container)
  Range touch
  Duration instant
  Saving Throw None Spell Resistance No
  This spell creates a single dose of a drug
  chosen by the spellcaster, perfectly mimicking the
  chemistry of any non-magical street or prescription
  pharmaceutical. The drug appears in the empty
  container provided.
  The two versions of the spells produce
  different drugs. The alchemical version of this spell
  can only produce heavily processed, synthetic
  chemical substances, such as methamphetamines or
  prescription medicines. The druidic version of this
  spell produces only natural substances that require
  only rudimentary processing to be usable, such as
  marijuana or peyote. The Modern Spellcaster
  chooses which version of the spell to learn when he
  acquires this spell, and can learn both versions of the
  spell.
  Techno-Allergy
  Techno-Allergy
  Techno-Allergy
  Techno-Allergy
  Techno-Allergy
  School necromancy Level druid 4
  Casting Time one standard action
  Components V, S, DF
  Range close (25 ft plus 5 ft / 2 levels)
  Duration one day
  
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  Saving Throw WILL
  negates
  Spell Resistance Yes
  This spell inflicts a
  near lethal allergy to the
  modern world on a single
  target, making it an ideal
  weapon for modern druids.
  If the target fails her save,
  the armor check and arcane
  failure chance of any armor,
  except for purely natural
  forms of armor, such as
  leather or hide, is doubled.
  For the spells duration, any
  time the victim merely
  touches metal, plastic or
  other processed substances,
  she suffers 1d4 points of
  acid damage.
  Characters with
  cybernetic implants are
  considered sickened for the
  duration of the spell, in
  addition to other effects.
  Cyborgs do not suffer
  ongoing acid damage from
  the presence of implanted
  metal or plastic devices.
  Techno-Allergy,
  Techno-Allergy,
  Techno-Allergy,
  Techno-Allergy,
  Techno-Allergy,
  Greater
  Greater
  Greater
  Greater
  Greater
  School necromancy Level druid 6
  This spell functions like Techno-Allergy save
  that armor check penalties and arcane spell failure
  chance are tripled. The touch of unnatural
  substances inflict 2d6 points of acid damage, and
  cyborgs are considered nauseated while under the
  effects of this spell.
  Techno-Allergy, Mass
  Techno-Allergy, Mass
  Techno-Allergy, Mass
  Techno-Allergy, Mass
  Techno-Allergy, Mass
  School necromancy Level druid 7
  This spell functions identically to Techno-
  Allergy, save that it can affect up to one creature per
  caster level, no two of which can be more than 5 ft
  apart.
  Technological Singularity
  Technological Singularity
  Technological Singularity
  Technological Singularity
  Technological Singularity
  School enchantment (mind-affecting)
  Level sorc/wiz 10
  Casting Time one hour
  Components V, S, F (a fully self aware AI that
  participates in the ritual willingly)
  Range planetary
  Duration instant
  Saving Throw None Spell Resistance No
  
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  What uplift does for a species soul,
  technological singularity does for its technology.
  When this spell is cast, it sparks a technological
  revolution on the target planet. Within the year, new
  technology begins appearing, spurring technological
  and unchecked social progress. The Progress Level
  of the culture increases by +1, though it may take
  time for particular devices to come into common
  use.
  From the first seconds after the
  technological singularity occurs, the most skilled
  inventors and crafts people on the planet acquire the
  knowledge to build devices from the next highest
  progress level, though a period of trail and error and
  labor is required before these devices become
  reality. Player characters can begin inventing new
  devices from the higher PL at no penalty.
  This spell grants the population of the target
  comfort and familiarity with the new devices that will
  be coming soon. This spell provides the sentient
  population of the world with a feat chosen from the
  following list:
  •
  Educated
  •
  Gearhead
  •
  Skill Focus (Knowledge: technology or
  Knowledge: popular culture)
  •
  Aircraft Operations
  •
  Vehicle Expert
  •
  Surface Vehicle Operations
  •
  Personal Firearms Proficiency
  A planet can only benefit from technological
  singularity once in its existence.
  Thin the Atmosphere
  Thin the Atmosphere
  Thin the Atmosphere
  Thin the Atmosphere
  Thin the Atmosphere
  School transmutation Level druid 5, sorc/wiz 5
  Casting Time one standard action
  Components V, S, M (a pinch of dust or rocks
  from an airless planet/asteroid)
  Range long (400 ft plus 40 ft /level)
  Effect a 60 ft diameter sphere
  Duration one round
  Saving Throw FORT partial (see text)
  Spell Resistance No
  When this spell is cast, a huge wound is
  ripped in the living atmospheric envelope of a world.
  Oxygen is scooped out of the target area, leaving a
  spire of intense white clouds above the zone that
  takes hours to dissipate. This thin atmospheric zone
  lasts for one round, creating the following effects.
  •
  All creatures that require an atmosphere to
  function must succeed at a FORT Save or
  become fatigued for one minute; already
  fatigued targets become exhausted instead.
  •
  Flying creatures must succeed at a DC 20
  Fly check or fall from the sky at their normal
  flight speed for one round, possibly taking
  damage.
  •
  Physical ranged weapon attacks, such as
  arrows or gunshots, suffer a -20 penalty
  within this zone.
  •
  Fires immediately end within the zone. Spells
  or effects that create fire function normally,
  but have a duration of instant and cannot
  ignite combustible materials. Internal
  combustion engines of any kind cease
  functioning in the zone.
  •
  Airborne toxins, poisons and pollution
  (including magic like cloud kill) fall out of the
  air as dust and collect at the ground,
  immediately ending the effect.
  •
  Any weather controlling spells active on the
  zone must succeed at an opposed caster
  level check to continue functioning or cease
  immediately. This also applies to Object
  Philosophies like Mother of Storms, that
  allow weather control.
  Traveler’s Passport
  Traveler’s Passport
  Traveler’s Passport
  Traveler’s Passport
  Traveler’s Passport
  School conjuration (teleportation)
  Level bard 6, sorc/wiz 6
  Casting Time one minute
  Components V, S, F (a stamped passport in your
  birth name)
  Range personal / effectively unlimited
  Duration
  Saving Throw  No Spell Resistance None
  
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  This spell allows the caster to arrive at any
  destination he has visited before with a single step,
  even if that destination be a continent….or even a
  world….away. This spell teleports to caster, her
  familiar and up to 50 lbs of additional gear to the
  customs or immigration check point of any country
  or region she has previously visited. She merely
  touches an old stamped entry mark on her passport
  and visualizes her destination. In starfaring settings,
  this spell will function across intergalactic distances,
  so long as the caster has previously visited foreign
  planets or stations.
  Transfigure Species
  Transfigure Species
  Transfigure Species
  Transfigure Species
  Transfigure Species
  School transmutation
  Level alchemist 6, cleric 6, druid 6, sorc/wiz 7
  Casting Time one minute
  Components V, S, M (the preserved skull or other
  vital anatomical specimen from the species to be
  emulated)
  Range touch
  Duration instant
  Saving Throw FORT Negates
  Spell Resistance Yes
  This powerful spell can transform a man into
  a Dwarf, or a Half Grey or a winged Tal-Anon or
  virtually any other of the multiverse’s myriad sentient
  species. When this spell is cast, the subject is loses
  all existing racial traits (though they retain any racial
  feats, if they would be compatible with their new
  anatomy, and humans retain their existing bonus skill
  ranks, but no longer receive new bonus skill ranks),
  and gains the racial abilities of a new species, chosen
  by the caster.
  The new species must be a humanoid,
  monstrous humanoid, dragon or giant, as must be
  the subject of the spell. If this spell is used to
  transform a creature of another type, or to turn the
  subject into a race of a different type, such as
  undead or fey, the spell simply fails. The transformed
  subject loses existing racial ability score modifiers,
  and gains the ability score modifiers of the new race.
  If the subject has racially specific talents or feats,
  they may select an equal number unique to their new
  chosen race.
  If this spell is used against a creature who
  has been transformed by it within the past year, it
  automatically fails.
  Tweet
  Tweet
  Tweet
  Tweet
  Tweet
  School illusion Level bard 0, sorc/wiz 0
  Casting Time one standard action
  Components V, S
  Range unlimited
  Duration instant
  Saving Throw None Spell Resistance No
  You send a text message of up to 128
  characters (about a sentence or two) which appears
  on the screen of any device capable of receiving
  such messages, including phones, PDAs, computers,
  implanted comms systems or even older devices like
  pagers. If the device is turned on, the message
  appears instantly; if not the message appears as
  soon as the device is powered on. The message
  remains onscreen until read, then disappears, leaving
  no electronic record of its appearance.
  You must either know the contact information for the
  device (phone number, ISP, email account name,
  ect) or have seen the specific device to send a
  message to it.
  Twist Lifeskein
  Twist Lifeskein
  Twist Lifeskein
  Twist Lifeskein
  Twist Lifeskein
  School transmutation
  Level alchemist 6, druid 6, sorc/wiz 6
  Casting Time one minute
  Components V, S, M (Lifechained genetic material
  worth 5,000 gp/Purchase DC 23)
  Range touch
  Duration instant
  Saving Throw FORT negates
  Spell Resistance Yes
  Requires the Use of Guide to the Known
  Galaxy (Otherverse Games, 2008)
  This spell severs a creature’s connection to
  the Lifechain and reestablishes it, albeit in a new
  way. When this spell is cast, the creature loses their
  original Awakened Heritage feat, and receives a new
  version of that feat, with a new heritage chosen by
  the spellcaster. The target creature loses any
  Lifechained feats unique to his or her original
  
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  heritage, and chooses an equal number of new
  Lifechained feats suitable to their new Awakened
  Heritage.
  Undo Extinction
  Undo Extinction
  Undo Extinction
  Undo Extinction
  Undo Extinction
  School conjuration (summoning)
  Level druid 7, witch 8
  Casting Time one hour
  Components V, S, M (viable genetic sample of the
  species to be reconstructed)
  Range touch
  Duration permanent
  Saving Throw None (harmless)
  Spell Resistance No (harmless)
  For many nature-witches, this spell is the
  pinnacle of their art, able to restore life to species
  long vanished. When this spell is complete, you
  restore an extinct species of non sentient Animal,
  Plant or Vermin to life. This spell can be cast
  anywhere on the planet; the magic places the reborn
  species within its original range or as close to it as
  possible, taking into account climactic and
  geographic changes. For instance if you’re trying to
  resurrect a Jurassic sea creature native to now dried
  up seas in the central USA, the species will appear
  in the nearest body of water that could sustain it,
  possibly the Gulf of Mexico or Great Lakes
  depending on whether it is a salt or fresh water
  creature.
  Your spell conjures a very small and still
  endangered breeding population of the extinct
  creature. A day after the spell is cast, the population
  is in the low teens or twenties; a month after the spell
  is cast, the breeding population has grown to about
  500, all located within a fairly small geographic area.
  There is no guarantee the restored population will
  thrive, especially if its primary food source is also
  now extinct.
  Universal Coupon
  Universal Coupon
  Universal Coupon
  Universal Coupon
  Universal Coupon
  School illusion (figment)
  Level bard 1, cleric 1, sorc/wiz 1
  Casting Time one standard action
  Components V, S, M (an advertising flyer or
  brochure for the business involved)
  Range touch
  Duration instant
  Saving Throw WILL negates (harmless)
  Spell Resistance Yes (harmless)
  This spell creates a single use mystic coupon
  that allows you to purchase anything, from anyone,
  at a significant discount. By presenting this universal
  coupon at the time the item or service is purchased,
  you reduce the Purchase DC by -2. Due to lingering
  traces of this magic, a business who redeems one of
  these coupons gets paid…somehow. It is possible to
  determine the presence of mystical financial
  tampering with a DC 10 Spellcraft or DC 25
  Knowledge (business) check, and access to the
  business’ financial records.
  The clerical version of this spell is somewhat
  limited, as items purchased must fall within the
  tenants of the cleric’s faith. Thus, a pacifist cleric
  could not purchase weapons, nor could a Lifer cleric
  purchase the services of a Neo-Witch Midwife, for
  example.
  Uplift
  Uplift
  Uplift
  Uplift
  Uplift
  School transmutation Level sorc/wiz 10
  Casting Time one hour
  Components V, S, F (a complete genetic map of
  the species to be uplifted, a long term project
  requiring resources equal to at least 500,000 gp/
  Purchase DC 39)
  Range a single planet
  Duration instant
  Saving Throw None (harmless)
  Spell Resistance No
  This spell can completely change the course
  of a species, spurring its evolution forward in a single
  instant. When this spell is complete, all creatures that
  are genetically related to the provided genome on a
  single planet are uplifted, effectively becoming a
  new, more intelligent species. The gamemaster
  decides whether hybrid species (for example Half-
  Elves if all Elves on a particular planet are the spell’s
  target) are uplifted as well.
  Uplift has no effect on already existing
  creatures. However, the genetic changes by uplift
  take effect immediately, and all children born to the
  
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  uplifted species will display the changes, even those
  who were in utero when the spell was cast.
  Uplifted creatures receive a +2 racial bonus
  to Intelligence and a +1 racial bonus to any other
  ability score of choice, which stacks with existing
  ability score bonuses, if any. Uplifted creatures have
  the Psionic subtype, and may freely select Psionic
  Precursors and Psionic feats. Only living species
  may be uplifted; creatures of the ooze and vermin
  types cannot be uplifted. A species can be uplifted
  only once during its evolution.
  Viral Meme
  Viral Meme
  Viral Meme
  Viral Meme
  Viral Meme
  School illusion (mind affecting) Level bard 6
  Casting Time one hour
  Components V, S, F (a sketched image of the
  meme, penned by the meme’s recipient)
  Range touch
  Duration 1 day / level (D)
  Saving Throw  None (harmless)
  Spell Resistance No (harmless)
  “Memes” are pop-culture ideas and images
  which capture the public imagination, creating short
  lived but memorable fads. Advertisers and
  entertainers hope to create lasting memes, while
  political and religious leaders use the same
  techniques to sway the masses. With this spell, you
  create a magically enhanced meme which rapidly
  spreads through the global culture, spawning a host
  of imitators. Everywhere you go, you see ‘your’
  meme; it’s imprinted on t-shirts, emblazoned on
  billboards and on TV ads. You hear people jokingly
  repeating your catchphrase in restaurants, listen to
  DJs talking about the fad on the radio, ect.
  At any time during the spell’s duration, the
  spell’s recipient take a standard action to manipulate
  the meme to their benefit. By speaking the
  catchphrase, reminding a target of the meme by
  pointing out your symbol, or some similar action,
  you receive a +5 morale bonus on all CHA-based
  skill checks, Gather Information checks and all
  Profession checks made involving the target (s). The
  caster can cast the meme on another person’s
  behalf; the recipient of the magic must personally
  create the spell’s focus image.
  Once the spell’s duration ends, the meme
  fades rapidly from public consciousness. Though
  traces of the meme remain (on line, in an ad
  agency’s files, on fading t-shirts), the meme’s power
  is gone. Those looking at the meme after the
  duration expires find it hard to understand why the
  symbol held such widespread appeal. A magic user
  can make a Spellcraft check (DC 15 + the caster’s
  INT modifier) to recognize the expired viral meme
  as a product of magic, rather than conventional
  advertising tactics. The viral meme’s recipient
  receives no bonus on any checks against a target
  that successfully saves against this spell. A creature
  who saves against a viral meme cannot be affected
  by that meme for 24 hours.
  Focus: Before casting this spell, you must
  write, draw or paint your meme on a small sheet of
  paper. No skill check is required to create the
  meme; the icon must be recognizable, but needs not
  be artistic. This paper must be carried on your
  person for the spell’s duration. If the paper is lost or
  destroyed the meme ends.
  Visual Feast
  Visual Feast
  Visual Feast
  Visual Feast
  Visual Feast
  School conjuration (healing) Level bard 2
  Casting Time one standard action
  Components V, S, M (photographs, drawings or
  other visual representations of delicious foods, such
  as pictures cut from a magazine or newspaper)
  Range personal
  Duration 24 hours (D)
  Saving Throw None (harmless)
  Spell Resistance No (harmless)
  This spell allows you to savor a meal, and
  even draw nutrition, from simply watching others eat
  and drink. You become immune to hunger and thirst
  for the spell’s duration, as long as you view other
  creatures eating and drinking at least enough to
  satisfy a creature of your size.
  
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  Warp Envelope
  Warp Envelope
  Warp Envelope
  Warp Envelope
  Warp Envelope
  School conjuration (teleportation)
  Level cleric 7, sor/wiz 7
  Casting Time 1 minute
  Components V, S, F (a spaceworthy vessel)
  Range touch
  Duration see text
  Saving Throw None
  Spell Resistance No (Harmless)
  When this spell is cast, a semi-tangible
  bubble of sparkling, grey irreality encloses a single
  spacecraft of up to size Colossal. The vessel and all
  within are pulled out of material reality, into
  hyperspace. When this spell is cast, the spellcaster
  specifies a particular destination, which must be
  known to him, and must succeed at a Knowledge
  (physical sciences) check to plot a course through
  hyperspace to the destination. The base check is
  DC 10 + 1 per ten light years traveled.
  The spaceship remains within the Warp
  Envelope for the duration of the journey and cannot
  emerge from hyperspace until it reaches the
  designated point in the destination system. While in
  the Warp Envelope, the spacecraft cannot
  communicate with the outside universe by
  technological means and is considered to be on
  another plane for determining the effects of magical
  communication. The Warp Envelope’s speed is
  subject to game master adjudication, but is typically
  25% faster than a top of the line spacecraft
  equipped with whatever faster than light drive
  common to the setting.
  Hyperspace and the ITF Corridor
  Hyperspace and the ITF Corridor
  Hyperspace and the ITF Corridor
  Hyperspace and the ITF Corridor
  Hyperspace and the ITF Corridor
  In the Otherverse America campaign setting,
  the hyperspace that this spell displaces a starship
  into is definitely not the ITF Corridor, making this
  spell a safe (and highly sought after) alternative to
  traditional galactic transit methods.
  Weathering
  Weathering
  Weathering
  Weathering
  Weathering
  School transmutation (chaos)
  Level sorc/wiz 0, druid 0
  Casting Time One standard action
  Components V,S,M (a drop of vinegar)
  Range object touched
  Duration instant
  Saving Throw FORT Negates (object)
  Spell Resistance Yes
  With a touch, the spell caster ages a single
  non-magical, unattended object of up to size Large.
  In a few seconds, the object ages as much as it
  would in about a year of ordinary service. Leather
  cracks and soften; paper and parchment
  sunbleaches, metal tarnishes. This spell is often use
  by wizard-spies to perfect a disguise, or forgers to
  add extra authenticity to a project.
  Weapons Upgrade
  Weapons Upgrade
  Weapons Upgrade
  Weapons Upgrade
  Weapons Upgrade
  School transmutation Level sorc/wiz 3
  Casting Time one standard action
  Components V, S, M (gun oils and cleaning
  products worth at least 50 gp/ Purchase DC 7),
  spellcaster must have at least one rank in
  Knowledge (technology) or Craft (mechanical)
  Range touch
  Duration instant
  Saving Throw FORT Negates (object)
  Spell Resistance No (object)
  This spell instantly transforms a modern
  weapon (firearm, energy weapon, or other
  advanced weapon, but not primitive weapons like
  bows or crossbows) into a different, and likely
  superior weapon. When this spell is cast, select any
  one weapon of the same basic type as the touched
  weapon whose Purchase DC can a number of
  points greater than the base weapon’s equal to your
  INT modifier. For example, if this spell is used to
  upgrade a revolver with a Purchase DC 15, and you
  have a +3 INT modifier, you could upgrade that
  weapon into any pistol, including revolvers,
  automatic and semi-automatic weapons with a
  Purchase DC of 18 or less.
  
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  If the touched weapon has been upgraded
  by this spell within the previous year, this spell
  automatically fails.
  Xeno-Study
  Xeno-Study
  Xeno-Study
  Xeno-Study
  Xeno-Study
  School divination Level all classes 1
  Casting Time one standard action
  Components V, S
  Range close (25 ft + 5 ft per level)
  Duration 1 hour
  Saving Throw WILL Negates
  Spell Resistance Yes
  This spell provides a spellcaster with an
  encyclopedic medical and anatomical knowledge of
  a particular non-human creature. This spell can only
  be cast on a creature not native to the caster’s home
  world who is present and visible within the spell’s
  range. While this spell’s duration is active, the caster
  knows the target’s species, homeworld and basic
  anatomy, including what foods and drinks are
  palatable or harmful to the creature. The caster is
  treated as having the Xeno-Medic feat when using
  the Treat Injury skill to aid the studied creature for
  the duration of the spell. When the spell’s duration
  ends, basic information is retained, as if the caster
  read it in a book, but the caster no loner precisely
  remembers the fine points of the creature’s anatomy.
  If the target is unwilling to have this
  information about it become known, or if it is
  disguised, it can attempt a WILL Save. On a
  successful save, no information is gained about the
  target alien.
  Appendix: Rules Toggles
  Appendix: Rules Toggles
  Appendix: Rules Toggles
  Appendix: Rules Toggles
  Appendix: Rules Toggles
  The following rules toggles change the way
  the Modern Spellcaster class works, sometimes in
  small ways, other times in major ways.
  Gamemasters can use some, all or none of these
  variant rules for their modern magic campaigns.
  Toggle: Conservative Casting
  Toggle: Conservative Casting
  Toggle: Conservative Casting
  Toggle: Conservative Casting
  Toggle: Conservative Casting
  This variant rule makes Modern Spellcasters
  less versatile, less risky but significantly more
  balanced from a game-play perspective. Remove all
  references to Overcasting and Safe Casting from the
  class ability write up, and treat the Modern
  Spellcaster’s Safely Cast rating as the maximum
  spell level they can cast under any circumstance.
  This rule means Modern Spellcasters gain access to
  spells as a Wizard or Sorcerer.
  Toggle: Cyber-Disruption
  Toggle: Cyber-Disruption
  Toggle: Cyber-Disruption
  Toggle: Cyber-Disruption
  Toggle: Cyber-Disruption
  In campaigns with Cyber-Disruption toggled
  on, having bionics implanted hinders a spellcaster’s
  ability to wield magic. If a spellcaster has cybernetic
  implants, he or she must succeed at a Spellcraft
  check in order to successfully cast the spell. If this
  check fails, the prepared spell or spell slot is lost
  without effect.
  •
  The Spellcraft DC for casting with cyber-
  implants is DC 10 + the cyborg’s total number
  of implants.
  •
  In campaigns using the variant Drain rules
  published in Dept. 7 Tech Update: Cybernetics
  (Skortched Urf Studios, 2006), the Spellcraft
  DC is equal to DC 10 + the cyborg’s Drain
  total. In this variant rule, round down to the
  nearest whole number. Cyborgs with less than
  one full point of Drain do not suffer Cyber-
  Disruption and are not required to make
  Spellcraft checks to cast until they acquire at
  least one full point of Drain.
  •
  Members of the Full Conversion Cyborg player
  race, any similar race, or members of any class
  whose abilities are dependant on cybernetics
  
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  (such as a Void Sparrow, a Nano-Sculptor
  from Psi-Watch, or a Closer or Covenguard
  from Otherverse America) suffer a -10
  penalty on Spellcraft checks made to
  overcome Cyber-Disruption.
  Campaign Implications
  If Cyber-Disruption is toggled on,
  spellcasters in your campaign will become less
  likely to seek out cyber-augmentation. Full
  Convesion Cyborgs and other high-tech heroes
  become magically ‘deadened’, unable to conjure
  so much as a single spark magically. Remove
  references to Cyborgs from the Change In
  Accordance With Will starting talent.
  Toggle: Deadlier Overcasting
  Toggle: Deadlier Overcasting
  Toggle: Deadlier Overcasting
  Toggle: Deadlier Overcasting
  Toggle: Deadlier Overcasting
  This toggle makes Overcasting even more
  terrifying than normal.
  When the Modern Spellcaster fails her
  WILL Save to Overcast, she suffers one negative
  level per level of the failed spell. If she fails her
  WILL Save by more than 5, she suffers an
  additional negative level per 5 Spell Points
  remaining in her pool. If this reduces her to zero
  level or below, she dies….horribly, messily and
  memorably.
  Assuming the Modern Spellcaster
  survives, each day after she can attempt a DC 10
  WILL Save to remove one of these negative
  levels. Failure means that the negative level
  becomes permanent. These negative levels cannot
  be removed by any means short of a wish or
  miracle. Restoration spells and similar magic will
  not affect them.
  Toggle: Limited Magic
  Toggle: Limited Magic
  Toggle: Limited Magic
  Toggle: Limited Magic
  Toggle: Limited Magic
  The Limited Magic toggle restricts the
  Modern Spellcaster Base Class to only 10 levels.
  This means that player characters may only safely
  cast 5th level spells, at best, though Modern
  Spellcasters still retain access to 6th through 9th level
  spells. This makes magic function slightly more like it
  does under the D20 Modern ruleset, but still allows
  for the players to make some risk vs. reward
  calculations if they wish to bust out more powerful
  magic. Casting a spell higher than 5th becomes a
  campaign defining event, a moment of dangerous
  heroism where the character is at major risk of
  death.
  Toggle: Magic and Science at War
  Toggle: Magic and Science at War
  Toggle: Magic and Science at War
  Toggle: Magic and Science at War
  Toggle: Magic and Science at War
  In campaigns with this rules toggle activated,
  performing magic makes using technology more
  difficult and vice versa. Anytime a Spell Point is
  
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  expended, all technology-based skill checks (such
  as Computer Use, Repair, Craft, ect) suffer a
  circumstance penalty equal to the number of Spell
  Points expended. This penalty applies in a 100 ft
  radius of the expended Spell Point, and remains in
  place for a number of days equal to the Spell Points
  expended.
  Conversely, anytime a high tech skill is
  performed, Modern Spellcasters must succeed at
  DC 15 Spellcraft check to cast any spells within the
  area. This penalty remains in place for one hour after
  the check is made. Note this also includes Drive
  checks, which means that most Modern Spellcasters
  are near useless within sight of a modern highway.
  Toggle:
  Toggle:
  Toggle:
  Toggle:
  Toggle:
  Sufficiently Advanced Technology
  Sufficiently Advanced Technology
  Sufficiently Advanced Technology
  Sufficiently Advanced Technology
  Sufficiently Advanced Technology
  In campaigns with this toggle activated,
  magic is a product of post-singularity technology.
  Rather than supernatural power, Modern
  Spellcasters are advanced reality hackers, using
  nano- and femto-scale fabrication units hidden in
  their bone marrow, hardlight forcefields and
  smartlight data storage to perform high tech
  miracles. Magic is accompanied by visual displays
  and holographic data screens similar to the tech in
  Minority Report or Mass Effect.
  This rules toggle is a good option for
  Otherverse America, which is a nominally super-
  scientific and Psionic campaign world, rather than a
  magical one. It also makes a good fit for some Psi-
  Watch campaigns, but the tech
  level implied is way too
  advanced for Galaxy
  Command. Inspired by 70s
  sci-fi, Galaxy Command’s tech
  level is permanently frozen at
  the level of 8-bit, monochrome
  displays found in the cockpit
  of Luke’s X-Wing.
  In this campaign
  variant, remove Spellcraft from
  the Modern Spellcaster’s class
  skill list. Substitute a Computer Use check for a
  Spellcraft check any time the rules call for one.
  Clerical feats aren’t really appropriate for Modern
  Spellcasters under this variant rule.
  In this variant campaign, since Magic is a
  form of technology, science has devised some
  countermeasures against the worst dangers of
  spellcasting.
  Arcane Fuse
  The Arcane Fuse is a polymer head piece
  fitted with silvery metal components in an hexagonal
  pattern. When worn by a Modern Spellcaster, the
  device glows a pale blue.
  The Arcane Fuse is a single use device. If a
  Modern Spellcaster fails a WILL Save to safely
  Overcast while wearing one the device reduces the
  damage caused by the spell’s backlash by 50%.
  Doing so destroys the Arcane Fuse.
  Casting Guide
  This device is worn as a pair of silvery
  bracers fitted with advanced arcano-tech circuits.
  Both bracers must be worn for the Casting Guide to
  function; when worn by a Modern Spellcaster, the
  lighted power-indicator displays illuminate with cool
  azure light.
  This device provides the Modern
  Spellcaster with an equipment bonus on WILL
  Saves made to safely Overcast a spell. The bonus
  provided determines the Casting Fuse’s cost.
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  Toggle: Xeno-Restriction
  Toggle: Xeno-Restriction
  Toggle: Xeno-Restriction
  Toggle: Xeno-Restriction
  Toggle: Xeno-Restriction
  This rules toggle makes the Modern
  Spellcaster class the domain of alien heroes and
  villains, not Earth-born humans. The Modern
  Spellcaster Basic Class is restricted to non-human,
  and non-Earth origin characters- the tradition and
  training for this class simply can’t be found in
  human-dominated cities. This rules toggle gives
  Galaxy Command or Psi-Watch modern-magic
  campaigns a unique flavor, by restricting the Modern
  Spellcaster class to creatures like Tal-Anons,
  Urloks, the Culture or Blooded Ghosts, to name a
  few. This rule also works well in Otherverse
  America, by making magic an alien art that’s virtually
  unknown among humans, and only slightly more
  common out in the Big Black.
  Humans who wish to become Modern
  Spellcasters might be required to select a specific
  starting talent to do so.
  Xeno-Sensei (EX)
  Prerequisite: Human race, or Earth origin, ability to
  speak/read one non-human language, Knowledge
  (arcana) 1 rank
  You have been tutored in alien mystical
  traditions by a mysterious wizard or star-born cleric
  from a far distant corner of space. Though Earth-
  born, you may select the Modern Spellcaster Basic
  Class.
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  5151515151
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
  who have contributed Open Game Content; (b)”Derivative Material” means
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  extension, upgrade, improvement, compilation, abridgment or other form in
  which an existing work may be recast, transformed or adapted; (c) “Distribute”
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  content does not embody the Product Identity and is an enhancement over the
  prior art and any additional content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this License, including
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  Distribute, copy, edit, format, modify, translate and otherwise create Derivative
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  2. The License: This License applies to any Open Game Content that contains a
  notice indicating that the Open Game Content may only be Used under and in
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  4. Grant and Consideration: In consideration for agreeing to use this License,
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  5.Representation of Authority to Contribute: If You are contrib-uting original
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  9. Updating the License: Wizards or its designated Agents may
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  10. Copy of this License: You MUST include a copy of this License
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  12. Inability to Comply: If it is impossible for You to comply with
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  13. Termination: This License will terminate automatically if You
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  14. Reformation: If any provision of this License is held to be
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
  Inc.
  System Reference Document. Copyright 2000, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing,
  LLC; Author: Jason Bulmahn, based on material by Jonathan
  Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J.
  Cook. All rights reserved.
  Modern System Reference Document Copyright 2002-2003,
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
  Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
  and JD Wiker.
  Buck a Batch: Modern Magic Items I-III. Copyright 2005,
  Creation’s Edge Games. www.creationsedge.com
  Campaign Overlay: Fantasy Firearms. Copyright 2010, Skortched
  Urf Studios. Author; Mark Cathro, Eric Karnes, Chris A. Field
  The Digital Sorcerer Advanced Class. Copyright 2006, Skortched
  Urf Studios. Author: Chris A. Field
  The Modern Spellcaster Basic Class. Copyright 2012, Otherverse
  Games. Author: Chris A. Field
  The Modern Grimorie. Copyright 2012, Otherverse Games.
  Author: Chris A. Field
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Otherverse Games/The Modern Grimorie.pdf