TEXT: LV
  7
  Casting Time 1 minute
  Range 100 miles
  Duration 1 hour
  Components V, S, M
  Abduct
  conjuration
  
  LV
  This spell teleports a creature within range to your 
  location. An unwilling creature can make a Charis-
  ma saving throw to resist this effect. Moreover, 
  you must know the target’s precise location when 
  you cast this spell. If the target is more than 100 
  feet from its supposed location, it has advantage 
  on its saving throw. If it is more than 500 feet 
  away, the spell fails. On a failed save, the target 
  is placed at a location of your choice within 30 
  feet of you. You choose if the target is sitting, 
  standing, prone, or bound with nearby restraints. 
  At the end of the spell’s duration, you can choose 
  whether the target remains at your location or is 
  teleported back to the location from which it was 
  abducted.
  Material Components: A silver saucer
  7
  Casting Time 1 minute
  Range 100 miles
  Duration 1 hour
  Components V, S, M
  Abduct
  conjuration
  
  LV
  1
  Casting Time 1 action
  Range Touch
  Duration 24 hours
  Components V, S
  Antivirus
  abjuration (ritual)
  
  LV
  Antivirus
  abjuration (ritual)
  Casting Time 1 action
  Range Touch
  Duration 24 hours
  Components V, S
  1
  You ward a device that you touch from digital 
  interlopers. For the duration, this device can’t be 
  disabled by magical effects, such as the technical 
  difficulties or logic bomb spells, and it can’t be 
  infected by the N-Virus. Additionally, creatures 
  have disadvantage on Intelligence (Data) checks 
  made to hack this device.
  
  LV
  1
  Casting Time 1 action
  Range Self (30-ft. radius)
  Duration 1 hour, Conc.
  Components V, S, M
  Arcane Anomaly
  abjuration
  
  LV
  You spread cracks in the magical energy that 
  suffuses the multiverse. For the duration, when-
  ever a spell is cast within range, roll a d6. On a 1, 
  the spell casting fails, expending a spell slot as 
  normal, but not consuming expensive material 
  components. 
  Arcane Anomaly
  abjuration
  1
  Casting Time 1 action
  Range Self (30-ft. radius)
  Duration 1 hour, Conc.
  Components V, S, M
  Material Components: A broken mirror
  
  LV
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  6
  Arcane Capacitor
  evocation
  
  LV
  At Higher Levels. When you cast this 
  spell using a 7th level spell slot, you in-
  stead regain an expended 2nd level spell 
  slot. If you cast it using a 9th level spell 
  slot, you instead regain an expended 3rd 
  level spell slot.
  Material Components: A potato
  You channel a wave of arcane power into your fin-
  gertips, but recycle the leftover energy into a new 
  spell slot. Make a melee spell attack against a 
  creature you can reach. On a hit, the target takes 
  5d10 force damage. Whether you hit or miss, you 
  then regain one expended 1st-level spell slot.
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  6
  Arcane Capacitor
  evocation
  
  LV
  Casting Time 1 action
  Range 20,000 feet
  Duration 1 minute, Conc. Components V, S, M
  2
  Asteroid Cluster
  conjuration (mega)
  
  LV
  You create a cluster of asteroids that fills a 2,000-
  foot cube. Each ship and mega creature is slowed 
  in this area; every foot of movement in that space 
  costs one extra foot. Additionally, any mega 
  creature or ship inside the cluster that didn’t take 
  Evasive Maneuvers takes 2d8 mega bludgeoning 
  damage at the beginning of its turn.
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or 
  higher, the size of the cube increases by 
  500 feet and the damage increases by 
  1d8 mega points for each slot level above 
  2nd.
  Material Components: A lump of rock
  Casting Time 1 action
  Range 20,000 feet
  Duration 1 minute, Conc. Components V, S, M
  2
  Asteroid Cluster
  conjuration (mega)
  
  LV
  Casting Time 1 action
  Range Self
  Duration 1 minute, Conc. Components V, S, M
  7
  Astrogation
  divination
  
  LV
  By burning rare spices and incense, you can brief-
  ly determine your course through the universe. 
  If you perform a void jump while this spell is in 
  effect, you automatically make a perfect jump.
  Material Components: Rare spices and 
  incense worth at least 100 gp, which the 
  spell consumes
  Casting Time 1 action
  Range Self
  Duration 1 minute, Conc. Components V, S, M
  7
  Astrogation
  divination
  
  LV
  Casting Time 1 action
  Range Touch
  Duration 1 hour
  Components V, S, M
  1
  Autopilot
  enchantment (ritual)
  
  LV
  You touch a spaceship, granting it a limited ability 
  to operate without active control by its crew. For 
  the duration, the ship can make ability checks and 
  saving throws that would be made by its pilot, en-
  gineer, or gunner, even if there is no one in those 
  roles. The ship’s ability scores are treated as being 
  10 for each ability, and it has no proficiencies.
       Additionally, when you cast this spell, you can 
  choose a speed and direction within the ship’s 
  cone of movement for the ship to travel when 
  there is no creature in the Pilot role. The ship 
  moves automatically at the beginning of the 
  initiative order. This automatic movement ends 
  whenever a creature enters the Pilot role.
       A ship can’t be commandeered while it is 
  under the influence of this spell.
  Casting Time 1 action
  Range Touch
  Duration 1 hour
  Components V, S, M
  1
  Autopilot
  enchantment (ritual)
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or high-
  er, the duration increases to 8 hours.
  Material Components: a quartz crystal
  
  LV
  Casting Time 1 bonus action Range Self
  Duration 1 round
  Components S, M
  0
  CHeat
  divination
  
  LV
  You subtly twist your fingers and fate seems to 
  follow suit. For the duration, you can reroll any 
  ability check you make to play nonmagical games 
  of skill. Therefore, this spell could influence a 
  game of poker, but not the result of a Deck of 
  Many Things.
  Material Components: A weighted die
  Cheat
  divination
  0
  Casting Time 1 bonus action Range Self
  Duration 1 round
  Components S, M
  
  LV
  Circuit Breaker
  evocation
  2
  Casting Time 1 reaction
  Range Self (5-ft. rad)
  Duration Instantaneous
  Components V, S
  
  LV
  You let out a burst of electricity, shocking those 
  nearby and temporarily overloading devices. Each 
  creature within 5 feet of you must make a Dexteri-
  ty saving throw or take 3d8 lightning damage, or 
  half as much on a successful save. Each piece of 
  magical technology within range is also disabled 
  until the end of your next turn.
  Casting Time: 1 reaction, which you take 
  in response to being damaged by a crea-
  ture within 5 feet of you that you can see
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or high-
  er, the damage increases by 1d8 for each 
  slot level above 1st.
  Casting Time 1 reaction
  Range Self (5-ft. rad)
  Duration Instantaneous
  Components V, S
  2
  Circuit Breaker
  evocation
  
  LV
  Casting Time 1 action
  Range 15,000 feet
  Duration Instantaneous Components V, S, M
  5
  Comet Strike
  evocation (mega)
  
  LV
  Casting Time 1 action
  Range 15,000 feet
  Duration Instantaneous Components V, S, M
  5
  Comet Strike
  evocation (mega)
  You create a chunk of rock and ice that strikes a 
  target within range. The target (or the pilot, if the 
  target is a ship) must make a Dexterity saving 
  throw. If the target is a ship and there is no 
  creature in the Pilot role, the save automatically 
  fails. The target takes 4d10 mega bludgeoning 
  damage and 4d10 mega cold damage on a failed 
  save, or half as much damage on a successful one.
  At Higher Levels. When you cast this 
  spell using a spell slot of 6th level or high-
  er, the cold damage increases by 1d10 
  mega points for each slot level above 5th.
  Material Components: A small glass 
  sphere
  
  LV
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 min, Conc.
  Components V, S, M
  3
  Commandeer Weapon
  enchantment (mega)
  
  LV
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 min, Conc.
  Components V, S, M
  3
  Commandeer Weapon
  enchantment (mega)
  Choose a ship weapon mounted on a spaceship 
  you can see within range. A gunner operating the 
  weapon must make a Constitution saving throw. 
  If there is no creature controlling that weapon, 
  the save automatically fails. On a failed save, 
  you gain control of that weapon for the duration, 
  and can use your action to fire it as if you were a 
  gunner. Meanwhile, no gunner on the target ship 
  can fire the weapon. If a gunner is controlling the 
  commandeered weapon at the end of their turn, 
  they can reattempt the saving throw, ending the 
  effect on a success.
  Material Components: A piece of frost-
  ed glass
  
  LV
  Casting Time 1 minute
  Range 90 feet
  Duration 15 hours, Conc. Components V, S, M
  8
  Conjure Hardlight Avatar
  conjuration
  
  LV
  You conjure into being all the shimmering gears, 
  pistons, plates, and motors of a sophisticated 
  hardlight construct. Your choice of a hardlight eth-
  erolus or a hardlight juggernautus (see the Dark 
  Matter Monsters chapter for statistics) appears in 
  an unoccupied space within range. The construct 
  disappears when it drops to 0 hit points or when 
  the spell ends.
       Roll initiative for the construct, which has its 
  own turns. As a bonus action, you can mentally 
  command the construct if it is within 500 feet of 
  you. You decide what action the construct will take 
  and where it will move during its next turn, or you 
  can issue a general command, such as to guard 
  a particular chamber or corridor. If you issue no 
  commands, the construct only defends itself against 
  hostile creatures. Once given an order, the construct 
  continues to follow it until its task is complete.
       No magic can restore the construct’s hit points, 
  as hardlight always evaporates away with time.
  Material Components: An emerald ring 
  worth 30 gp
  Conjure Hardlight Avatar
  conjuration
  8
  Casting Time 1 minute
  Range 90 feet
  Duration 15 hours, Conc. Components V, S, M
  
  LV
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 hour, Conc.
  Components V, S
  1
  Conjure Nebula
  conjuration (mega)
  
  LV
  You create a 1,000-foot radius sphere of gas and 
  dust centered on a point within range. The area of 
  the sphere is heavily obscured.
  Conjure Nebula
  conjuration (mega)
  1
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 hour, Conc.
  Components V, S
  At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or 
  higher, the radius of the cloud increases 
  by 1,000 feet for each slot level above 
  1st.
  
  LV
  Create Vacuum
  conjuration
  3
  Casting Time 1 action
  Range 60 feet
  Duration 10 minutes, Conc. Components V, S, M
  
  LV
  Material Components: A bit of kindling
  You create a spherical area nearly devoid of air 
  centered on a point within range for the duration. 
  The sphere can have any radius you choose, up 
  to a maximum of 30 feet. Any creature in the area 
  that breathes air must hold its breath or begin suf-
  focating. If the point you choose is on an object 
  you are holding or one that isn’t being worn or 
  carried, the sphere is centered on the object and 
  moves with it. Airborne substances such as poi-
  sonous gas, smoke, or fog can’t enter the sphere, 
  and any such substances already within the 
  sphere’s area are destroyed. If such a substance is 
  created by a spell of a higher level than this one, 
  it is unaffected.
  Casting Time 1 action
  Range 60 feet
  Duration 10 minutes, Conc. Components V, S, M
  3
  Create Vacuum
  conjuration
  
  LV
  Casting Time 1 action
  Range Unlimited
  Duration Instantaneous Components V, S, M
  0
  Cryptogram
  conjuration
  
  LV
  You send a small scroll with a short message to a 
  creature of your choice. The recipient must be a 
  creature known to you and also be on the same 
  plane of existence as you. This scroll will hover in 
  front of the recipient, drop into their pocket, or 
  appear sitting on something nearby. The scroll’s 
  message can be up to 8 characters long (spaces 
  count as characters). You can send only one scroll 
  to a single target each day.
  Material Components: A small written 
  message
  Cryptogram
  conjuration
  0
  Casting Time 1 action
  Range Unlimited
  Duration Instantaneous Components V, S, M
  
  LV
  Dark Anchor
  abjuration (mega)
  2
  Casting Time 1 action
  Range 5,000 feet
  Duration 10 minutes, Conc. Components V, S
  
  LV
  Choose a spaceship you can see within range. The 
  target’s engineer must make a Wisdom saving 
  throw. If there is no creature in that role, the save 
  automatically fails. On a failed save, the target 
  ship can’t initiate a void jump for the duration. 
  If the ship has already initiated a void jump, the 
  jump can’t commence until this spell is ended. 
  If the target’s engineer is at their station and not 
  incapacitated, they can attempt the saving throw 
  again at the end of each of their turns, ending the 
  effect on a success.
  Casting Time 1 action
  Range 5,000 feet
  Duration 10 minutes, Conc. Components V, S
  2
  Dark Anchor
  abjuration (mega)
  
  LV
  Delay
  transmutation
  2
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components V, S, M
  
  LV
  You briefly slow time for a creature of your choice 
  that you can see within range. The target must 
  succeed on a Wisdom saving throw or be moved 
  to last place in the initiative order from the begin-
  ning of the next round onwards.
  Material Components: An octagonal 
  sign
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components V, S, M
  2
  Delay
  transmutation
  
  LV
  Destruct
  evocation (mega)
  9
  Casting Time 1 action
  Range 1,000 feet
  Duration Instantaneous Components V, S
  
  LV
  Bringing all your magical powers to bear, you 
  conjure a wave of destructive energy and unleash 
  it at a ship. Make a ranged spell attack against a 
  ship you can see within range. On a hit, the ship 
  takes 10d20 + 40 mega force damage.
  Destruct
  evocation (mega)
  9
  Casting Time 1 action
  Range 1,000 feet
  Duration Instantaneous Components V, S
  
  LV
  Dire Mutation
  transmutation 
  6
  Casting Time 1 action
  Range 10 feet
  Duration 10 minutes
  Components V, S, M
  
  LV
  Dire Mutation
  transmutation 
  6
  Casting Time 1 action
  Range 10 feet
  Duration 10 minutes
  Components V, S, M
  You scramble the genetics of a Large or smaller beast (or 
  a summoned creature that has the shape of a beast) within 
  range, transforming it into a hulking abomination. An unwilling 
  beast must succeed on a Constitution saving throw to resist 
  this spell. This spell has no effect on shapechangers or other 
  creatures which are transformed by a spell or other magical 
  effect. On a failed save, the beast becomes a monstrosity and 
  its statistics change in the following ways:
  • The target’s current and maximum hit points increase by 40.
  • The target’s Armor Class increases by 2.
  • The target’s size doubles in all dimensions, and its weight 
  is multiplied by eight. This growth increases its size by one 
  category.
  • The target gains the Multiattack trait, allowing it to make two 
  melee weapon attacks. If the target already has this trait, it 
  can attack one additional time on its turn.
  • The target’s attacks can use your spell attack bonus to hit, if it 
  would be higher than their normal attack bonus.
  • The target is hostile to you and your companions, unless it is 
  a creature summoned by you.
  The spell ends and the target reverts to its normal form if it 
  drops to 0 hit points. When the spell ends, the creature’s statis-
  tics return to normal and its hit points return to the number it 
  had before being transformed.
  Material Components: A sample of 
  radium
  
  LV
  Disruption Field
  abjuration (mega)
  2
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 minute, Conc. Components V, S, M
  
  LV
  You disrupt the flow of energy around one ship 
  you can see within range. The target’s engineer 
  must make a Wisdom saving throw. If there is no 
  creature in that role, the save automatically fails. 
  On a failed save, the target’s shield generator is 
  disabled for the duration. If there is a creature in 
  the Engineer role that isn’t incapacitated, it can 
  attempt the saving throw again at the end of each 
  of their turns, ending the effect on a success.
  Material Components: A crystal tuning 
  fork
  Disruption Field
  abjuration (mega)
  2
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 minute, Conc. Components V, S, M
  
  LV
  Earth-Shattering Kaboom
  evocation
  4
  Casting Time 1 action
  Range 120 feet
  Duration 1 round
  Components V, S, M
  
  LV
  Streams of arcane energy pour from your hands 
  and coalesce into a great unstable ball at a point 
  you can see within range. At the end of this spell’s 
  duration, when the mass of arcane energy is at 
  its zenith, you rupture the ball of energy, causing 
  a massive detonation. When this happens, roll a 
  d20. On a 1, the ball fizzles into nothingness. On 
  any other roll, each creature in a 30-foot radius 
  sphere centered on that point must make a Dex-
  terity saving throw. A creature takes 5d8 thun-
  der damage plus 5d8 radiant damage on a failed 
  save, or half as much damage on a successful one.
  At Higher Levels. When you cast this 
  spell using a spell slot of 5th level or 
  higher, the thunder damage or the radiant 
  damage (your choice) increases by 1d8 for 
  each slot level above 4th.
  Material Components: A red button
  Earth-Shattering Kaboom
  evocation
  4
  Casting Time 1 action
  Range 120 feet
  Duration 1 round
  Components V, S, M
  
  LV
  Eye of Anubis
  necromancy
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components M
  
  LV
  Eye of Anubis
  necromancy
  A beam of tenebrous moonlight streaks from your 
  left eye toward a creature within range. Make a 
  ranged spell attack against the target. On a hit, 
  the target takes 1d8 necrotic damage and can’t 
  take the Disengage action until the end of your 
  next turn.
       This spell creates an additional beam and deals 
  more damage at higher levels. At 5th level, you 
  fire a second beam originating from your right 
  eye. Your first beam’s damage increases by 1d8 
  (2d8) when you reach 11th level, and your second 
  beam’s damage increases by 1d8 (2d8) when you 
  reach 17th level.
  Material Components: A holy symbol
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components M
  
  LV
  Eye of Ra
  evocation
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components M
  
  LV
  A beam of furious radiance erupts from your right 
  eye, directed at a creature you can see within 
  range. Make a ranged spell attack against the 
  target. On a hit, the target takes 1d8 radiant dam-
  age and can’t take the Hide action until the end of 
  your next turn.
       This spell creates an additional beam and 
  deals more damage at higher levels. At 5th level, 
  you fire a second beam originating from your left 
  eye. Your first beam’s damage increases by 1d8 
  (2d8) when you reach 11th level, and your second 
  beam’s damage increases by 1d8 (2d8) when you 
  reach 17th level.
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components M
  Material Components: A holy symbol
  Eye of Ra
  evocation
  
  LV
  0
  Casting Time 1 bonus action Range Self
  Duration 1 minute
  Components V, S
  Finger Guns
  evocation
  
  LV
  You extend your forefinger and thumb, a danger-
  ous gesture mimicking a gun. For the duration, 
  you can use your action to make a ranged spell 
  attack against one creature you can see within 60 
  feet, dealing 1d8 force damage on a hit.
       Your finger gun is considered to be a blaster 
  (but not magical technology) for spells and effects 
  which influence blasters.
       The spell’s damage increases by 1d8 when you 
  reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8).
  Finger Guns
  evocation
  Casting Time 1 bonus action Range Self
  Duration 1 minute
  Components V, S
  0
  
  LV
  Flawed Reconstruction
  transmutation
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  1
  
  LV
  Flawed Reconstruction
  transmutation
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  1
  You stitch together the wounds of a willing 
  creature you touch, which regains 4d6 hit points. 
  However, the mending is imperfect, and the 
  target’s maximum hit points is decreased by the 
  same amount until it finishes a long rest. A crea-
  ture that regains hit points due to this spell will be 
  left with some permanent scars.
  At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or 
  higher, the healing and maximum hit 
  point reduction increases by 1d6 for each 
  slot level above 1st.
  Material Components: A needle and 
  thread
  
  LV
  2
  Casting Time 1 action
  Range Touch
  Duration 10 minutes, Conc. Components V, S
  Geodesic Shield
  conjuration
  
  LV
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or 
  higher, the dome’s AC increases by 1 and 
  its HP increases by 10 for each slot level 
  above 2nd.
  Translucent, triangular plates of force assemble to 
  form a 15-foot radius spherical dome around you, 
  centered on a point you touch. The dome con-
  tains clean, breathable air, and airborne substanc-
  es, such as poisonous gas, smoke, or fog can’t 
  penetrate within it. The dome insulates those 
  inside it from extreme temperatures, regardless of 
  the outside environment. Creatures can walk free-
  ly into or out of the dome, but the dome blocks 
  ranged attacks, spells, and other effects.
       The dome has AC 10 and 20 HP. The spell 
  ends when the dome is reduced to 0 HP.
  2
  Casting Time 1 action
  Range Touch
  Duration 10 minutes, Conc. Components V, S
  Geodesic Shield
  conjuration
  
  LV
  3
  Casting Time 1 action
  Range 120 feet
  Duration Instantaneous Components V, S, M
  Greater Mending
  transmutation (ritual)
  
  LV
  Material Components: Two lodestones
  This spell repairs breaks, tears, and other damage 
  in an object you can see within range, such as a 
  smashed control panel, ripped radiation plating, a 
  corrupted keycard, or a jammed turbine. As long 
  as the damaged object is no larger than 10 feet in 
  any dimension, you mend it, leaving no trace of 
  the former damage and restoring it to full working 
  order. Note that this spell can’t restore lost hit 
  points to a damaged ship.
       This spell can repair a magic item or construct 
  as long as the object’s magic was present at the 
  time it was broken. The spell does not, however, 
  restore lost charges.
  3
  Casting Time 1 action
  Range 120 feet
  Duration Instantaneous Components V, S, M
  Greater Mending
  transmutation (ritual)
  
  LV
  3
  Casting Time 1 action
  Range 10,000 feet
  Duration 1 minute, Conc. Components V, S, M
  Hack System
  transmutation (mega)
  
  LV
  Choose a spaceship you can see within range. The 
  target’s engineer must make a Wisdom saving 
  throw. If there is no creature in that role, the save 
  automatically fails. On a failed save, choose two 
  of the target’s systems: those systems are disabled 
  for the duration. If there is a creature in the Engi-
  neer role that isn’t incapacitated, it can attempt 
  the saving throw again at the end of each of their 
  turns, ending the effect on a success.
  Hack System
  transmutation (mega)
  Casting Time 1 action
  Range 10,000 feet
  Duration 1 minute, Conc. Components V, S, M
  3
  At Higher Levels. When you cast this 
  spell using a spell slot of 4th level or high-
  er, you can affect one additional system 
  for each slot level above 3rd.
  Material Components: A crystal lockpick 
  worth at least 25 gp
  
  LV
  Halo Of Flame
  evocation
  Casting Time 1 action
  Range Self (10-ft. rad.)
  Duration Instantaneous Components V, S
  2
  
  LV
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or high-
  er, the damage increases by 1d6 for each 
  slot level above 2nd.
  A ring of flame ignites above your head, and 
  then springs outward, coming to rest in a burning 
  circle. The circle is composed of a 5-foot wide 
  line of flame, curving to form a 10-foot radius ring 
  around you. Each creature you choose within the 
  area must make a Dexterity saving throw. On a 
  failed save, a creature takes 4d6 fire damage, or 
  half as much on a successful save.
  Casting Time 1 action
  Range Self (10-ft. rad.)
  Duration Instantaneous Components V, S
  Halo Of Flame
  evocation
  2
  
  LV
  Casting Time 1 action
  Range 10 feet
  Duration Instantaneous Components V, S, M
  Hardlight Blaster
  conjuration
  1
  
  LV
  1
  Casting Time 1 action
  Range 10 feet
  Duration Instantaneous Components V, S, M
  Hardlight Blaster
  conjuration
  You wave your hand and conjure a sophisticated 
  arcane weapon, constructed of brilliant com-
  pressed light, which hovers in the air in an unoc-
  cupied space within 10 feet of you. The weapon 
  fires a crackling beam of energy at a target you 
  choose within 60 feet of it, making a ranged spell 
  attack using your spell attack bonus. The weapon 
  is the point of origin for this attack; therefore, the 
  attack can target a creature that isn’t within your 
  line of sight, as long as it is within the weapon’s 
  line of sight. On a hit, the target takes 3d6 force 
  damage. After this attack, this weapon dissipates.
  At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or 
  higher, you deal an additional 1d6 force 
  damage for each slot level above 1st.
  Material Components: An emerald ring 
  worth 30 gp
  
  LV
  3
  Casting Time 1 action
  Range 30 feet
  Duration 10 minutes
  Components V, S, M
  Hardlight Construction
  conjuration
  
  LV
  3
  Casting Time 1 action
  Range 30 feet
  Duration 10 minutes
  Components V, S, M
  Hardlight Construction
  conjuration
  You compress waves of light into a solid, shimmer-
  ing structure composed of hardlight within range. 
  You can create a Huge or smaller object (contained 
  within a 15-foot cube, or 27 connected 5-foot cubes) 
  which persists for the duration. For example, you 
  can build a bridge crossing a chasm, a tower to see 
  over a treeline, or a patch for the hull of a starship. 
  This object can’t have moving parts or directly harm 
  anyone. No matter what object you build, it has AC 
  10 and HP equal to 30 + your spellcasting modifier. 
  The object collapses into nothingness and the spell 
  ends if it drops to 0 hit points. 
  At Higher Levels. When you cast this 
  spell using a spell slot of 4th level or 
  higher, its HP increases by 10 per slot 
  level above 3rd. If you cast this spell using 
  a spell slot of 6th level or higher, you 
  can use your action to change the object 
  created into any other object you choose 
  which fits the criteria. Doing so doesn’t 
  restore the object’s HP.
  Material Components: An emerald ring 
  worth 30 gp
  
  LV
  5
  Casting Time 1 action
  Range Self
  Duration 10 minutes, Conc. Components V, S, M
  Hardlight Frame
  conjuration
  
  LV
  5
  Casting Time 1 action
  Range Self
  Duration 10 minutes, Conc. Components V, S, M
  Hardlight Frame
  conjuration
  At Higher Levels. When you cast this spell us-
  ing a spell slot of 6th level or higher, the tempo-
  rary hit points bestowed by the spell increases 
  by 10 points for each slot level above 5th.
  Material Components: An emerald ring worth 
  30 gp
  Plates of shimmering compressed light swarm your body, land-
  ing in the precise positions to form an intricate suit of power 
  armor. For the duration, you gain the following benefits:
  • Your AC equals 16, if it was lower.
  • You gain 40 temporary hit points. If these temporary hit 
  points are reduced to 0, the spell ends. If any of them 
  remain when the spell ends, they are lost.
  • Your size becomes Large, if it was smaller.
  • You have advantage on Strength checks and saving throws.
  • The armor confers the benefits of a life suit.
  • The armor has two integrated battlefists. You have profi-
  ciency with these weapons. When you attack with them, 
  you make a melee spell attack against a target within 10 
  feet of you. On a hit, the battlefists deal force damage 
  equal to 2d12 + your spellcasting ability modifier.
  • You can attack twice, instead of once, when you take the 
  Attack action on your turn. You ignore this benefit if you 
  already have a feature, like Extra Attack, that gives you 
  extra attacks.
  
  LV
  3
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  Hardlight Gauntlet
  evocation
  
  LV
  At Higher Levels. When you cast this 
  spell using a spell slot of 5th level or high-
  er, you can make 1 additional attack; the 
  fourth hit deals 4d12 force damage. If you 
  cast this spell using a spell slot of 7th level 
  or higher, you make 2 additional attacks; 
  the 5th hit deals 5d12 force damage.
  Material Components: An emerald ring 
  worth 30 gp
  You conjure a scintillating gauntlet composed 
  of compressed energy and unleash a barrage of 
  strikes. Make three melee spell attacks against 
  a single target. On the first hit, the target takes 
  1d12 force damage, on the second hit, it takes 
  2d12 force damage, and on the third hit, it takes 
  3d12 force damage.
  3
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  Hardlight Gauntlet
  evocation
  
  LV
  2
  Casting Time 1 action
  Range 60 feet
  Duration 10 minutes, Conc. Components V, S, M
  Hardlight Nails
  conjuration
  
  LV
  Material Components: An emerald ring 
  worth 30 gp
  2
  Casting Time 1 action
  Range 60 feet
  Duration 10 minutes, Conc. Components V, S, M
  Hardlight Nails
  conjuration
  Thousands of bright, minuscule spikes of com-
  pressed light form in a 10-foot square on a surface 
  you choose within range. This area becomes 
  difficult terrain for the duration. When a creature 
  moves within the area, it takes 2d6 force damage 
  for every 5 feet it travels.
       As a reaction when a creature moves in front of 
  the area of spikes, you can cause them to explode 
  outward, peppering the target with spikes and 
  ending the spell. Each creature within 30 feet of 
  the spikes must make a Dexterity saving throw, 
  taking 4d6 force damage, or half as much on a 
  successful save.
  
  LV
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components V, S, M
  Hardlight Needle
  conjuration
  
  LV
  Material Components: An emerald ring 
  worth 30 gp
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components V, S, M
  Hardlight Needle
  conjuration
  You condense light into a razor-sharp 
  pinpoint that you can effortlessly guide. 
  A target you can see within range takes 3 
  piercing damage.
      This spell’s damage increases by 3 when 
  you reach 5th level (6), 11th level (9), and 
  17th level (12).
  
  LV
  3
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 minute, Conc. Components V, S, M
  Hold Ship
  enchantment (mega)
  
  LV
  3
  Material Components: A small, straight 
  piece of iron
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 minute, Conc. Components V, S, M
  Hold Ship
  enchantment (mega)
  Choose a spaceship you can see within range. The 
  target’s engineer must make a Wisdom saving 
  throw. If there is no creature in that role, the save 
  automatically fails. On a failed save, the target’s 
  speed and maneuverability are reduced to 0 for 
  the duration, and any weapons mounted on it 
  can’t be fired. If the target’s engineer is at their 
  station and not incapacitated, they can attempt 
  the saving throw again at the end of each of their 
  turns, ending the effect on a success.
  
  LV
  4
  Casting Time 1 action
  Range 100 feet
  Duration 1 minute, Conc. Components V, S, M
  Intensify Gravity
  transmutation
  
  LV
  Material Components: A lodestone and 
  iron filings
  This spell intensifies gravity in a 50-foot radius, 
  100-foot high cylinder centered on a point within 
  range. Each creature in this area must spend two 
  feet of movement for every foot moved, including 
  flying, jumping, and climbing movement. This can 
  be combined with difficult terrain to slow move-
  ment to a quarter of normal speed. If a prone 
  creature wishes to stand up, it must succeed on a 
  Strength check against your spell save DC. On a 
  failure, it can’t move at all on its turn.
       Objects in the area, including those being 
  worn or carried, weigh double their usual weight, 
  which may cause creatures to become encum-
  bered or cause load-bearing spells like levitate to 
  fail. Any ranged weapon attacks that pass into, 
  out of, or through the area have disadvantage, 
  and any falling damage dealt within the spell’s 
  area is doubled.
  4
  Casting Time 1 action
  Range 100 feet
  Duration 1 minute, Conc. Components V, S, M
  Intensify Gravity
  transmutation
  
  LV
  4
  Casting Time 1 action
  Range 30 feet
  Duration 1 minute, Conc. Components V, S, M
  Logic Bomb
  enchantment
  
  LV
  Material Components: A functioning 
  construct core
  Circuits of arcane energy reach out from your finger-
  tips and embed themselves in nearby technology, 
  afflicting everything they touch with a magical virus. 
  Unattended magical technology you choose within 
  range is disabled for the duration. Each creature you 
  choose that is wearing or carrying magical technology 
  (or has embedded or integrated technology on their 
  person) must succeed an Intelligence (Technology) 
  check against your spell save DC at the beginning of 
  each of its turns or be unable to use this technology. 
  On a successful check, the spell ends for this target. 
       Each construct you choose within range must 
  make a Wisdom saving throw. Living constructs, 
  such as vect, make this saving throw with advan-
  tage. On a failed save, a construct can’t move and is 
  incapacitated, even if it would otherwise be immune 
  to being incapacitated, for the duration. At the be-
  ginning of each of its turns, an affected construct can 
  repeat this saving throw, ending the effect on itself on 
  a success.
  4
  Casting Time 1 action
  Range 30 feet
  Duration 1 minute, Conc. Components V, S, M
  Logic Bomb
  enchantment
  
  LV
  0
  Casting Time 1 action
  Range Self
  Duration 1 minute
  Components V, S
  Magic Mic
  transmutation
  
  LV
  0
  Casting Time 1 action
  Range Self
  Duration 1 minute
  Components V, S
  Magic Mic
  transmutation
  You conjure into existence a spectral microphone, 
  which can hover in front of you or be held in one 
  hand. Speaking through the microphone amplifies 
  your voice to a booming level and allows you 
  to distort your voice. This distortion can change 
  your voice’s pitch, cause an echo, make it sound 
  metallic, add a layer of static noise, or any other 
  simple audio effect. It can’t be used to completely 
  duplicate another person’s voice. You can change 
  the mic’s volume and change the nature of the 
  distortion on your turn (no action required). Your 
  voice also projects through radio waves allowing 
  you to be heard on comm sets and communica-
  tion systems within 10 miles.
       You can use your action to shout into the mic. 
  When you do so, each creature you choose within 
  10 feet of you must make a Constitution saving 
  throw or take 1d4 thunder damage. 
       The spell’s damage increases when you reach 
  5th level (2d4), 11th level (3d4), and 17th level 
  (4d4).
  
  LV
  3
  Casting Time 1 action
  Range 10,000 feet
  Duration 1 minute, Conc. Components V, S, M
  Mega Image
  illusion (mega)
  
  LV
  3
  Casting Time 1 action
  Range 10,000 feet
  Duration 1 minute, Conc. Components V, S, M
  Mega Image
  illusion (mega)
  You create the image of an object, a creature, or some 
  other visible phenomenon that is no larger than a 1,000-
  foot cube. The image appears at a spot that you can see 
  within range and lasts for the duration. It seems completely 
  real, including sounds, smells, temperatures, and cosmic 
  signals appropriate to the thing being depicted. You can’t, 
  however, create sufficient heat or cold to cause damage, a 
  sound loud enough to deal thunder damage or deafen a 
  creature, or a smell that might sicken a creature.
       As long as you are within range of the illusion, you can 
  use your action to cause the image to move to any other 
  spot within range. As the image changes location, you can 
  alter its appearance so that its movements appear natural 
  for the image. Similarly, you can cause the image to make 
  different sounds at different times.
       Physical interaction with the image reveals it to be an 
  illusion, because objects pass through it. The image does, 
  however, fool sensor systems. A creature that uses its action 
  to examine the image can determine that it is an illusion 
  with a successful Intelligence (Investigation) check against 
  your spell save DC. If a creature discerns the illusion for 
  what it is, the creature can see through it and the image’s 
  other sensory qualities become faint for that creature.
  Material Components: A sheep skin
  
  LV
  1
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  Memorize
  enchantment (ritual)
  
  LV
  Material Components: A page of written 
  text and a length of silver string worth 
  10 gp, tied in a knot, which the spell 
  consumes
  While casting this spell, your eyes pass over the 
  words on the page, which are committed to your 
  memory. For the next year, you exactly remember 
  the details of all information on this page. After 
  that time, you have advantage on all Intelligence 
  checks you make to recall this information.
  1
  Casting Time 1 action
  Range Touch
  Duration Instantaneous Components V, S, M
  Memorize
  enchantment (ritual)
  
  LV
  3
  Casting Time 1 action
  Range 10,000 feet
  Duration Instantaneous Components V, S, M
  Meteoroid Shower
  evocation (mega)
  
  LV
  3
  Casting Time 1 action
  Range 10,000 feet
  Duration Instantaneous Components V, S, M
  Meteoroid Shower
  evocation (mega)
  You create a barrage of asteroids at a point you 
  choose within range. Mega creatures and the 
  pilots of any ships in a 1,000-foot radius centered 
  on that point must make a Dexterity saving 
  throw. If there is no creature in that role, the save 
  automatically fails. A target takes 8d6 mega blud-
  geoning damage on a failed save, or half as much 
  damage on a successful one.
  At Higher Levels. When you cast this 
  spell using a spell slot of 4th level or high-
  er, the damage increases by 1d6 mega 
  points for each slot level above 3rd.
  Material Components: A lump of rock
  
  LV
  9
  Casting Time 1 action
  Range 500 feet
  Duration 3 rounds, Conc.
  Components V, S, M
  Orbital Hardlight Cannon
  conjuration
  
  LV
  9
  Casting Time 1 action
  Range 500 feet
  Duration 3 rounds, Conc.
  Components V, S, M
  Orbital Hardlight Cannon
  conjuration
  You focus an aurora of light into an immense hard-
  light construct: an orbital cannon positioned 1 
  mile above your head. The cannon fires a blinding 
  beam of energy, which lands in a 15-foot radius, 
  1-mile high cylinder centered on a point within 
  range.
       When a creature enters the spell’s area for 
  the first time on a turn or starts its turn there, it is 
  scorched by the beam’s energy, and it must make 
  a Dexterity saving throw. It takes 20d10 radiant 
  damage on a failed save, or half as much damage 
  on a successful one. The spell ignites flammable 
  nonmagical objects in the area that aren’t being 
  worn or carried.
       On each of your turns after you cast this spell, 
  you can use an action to move the beam up to 60 
  feet in any direction.
  Material Components: An emerald ring 
  worth 30 gp
  
  LV9
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components V, S
  Paradox
  transmutation
  
  LV
  9
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components V, S
  Paradox
  transmutation
  By twisting the flow of time into knots, you cause 
  one action of your choice taken within range with-
  in the last round to be undone. Reality then reas-
  serts itself, recoiling from the damage caused by 
  removing an event from time. The direct effects of 
  that action, such as damage dealt by an attack or 
  spell, are undone, but the indirect effects, such as 
  creatures choosing to move to different locations, 
  are not. The creature that took the action takes 
  10d8 psychic damage, as it copes with its history 
  being modified. 
  
  LV
  2
  Casting Time 1 action
  Range 15 feet
  Duration 1 hour, Conc.
  Components V, S, M
  Perception Hack
  illusion
  
  LV
  2
  Casting Time 1 action
  Range 15 feet
  Duration 1 hour, Conc.
  Components V, S, M
  Perception Hack
  illusion
  This spell filters your presence from the minds of 
  machines. Choose up to five willing creatures of 
  your choice within range. These targets become 
  silent and invisible to constructs. This spell ends 
  for a target that attacks or casts a spell. Living 
  constructs, such as vect, that would see or hear 
  you can make a Wisdom saving throw to resist 
  the effect of this spell. 
  Material Components: A polished mirror
  
  LV
  2
  Casting Time 1 bonus action Range Self
  Duration 1 minute, Conc.
  Components V
  Perforating Smite
  evocation
  
  LV
  2
  Casting Time 1 bonus action Range Self
  Duration 1 minute, Conc.
  Components V
  Perforating Smite
  evocation
  The next time you make an attack with a blaster 
  before this spell ends, the shot is charged with an 
  incredible amount of power. Instead of making 
  an attack roll against a single target, the shot 
  becomes a 5-foot wide line that extends from you 
  out to the weapon’s normal range. Each creature 
  in that line must make a Dexterity saving throw. 
  A creature takes the weapon’s normal damage 
  on a failed save, or half as much damage on a 
  successful one.
  
  LV
  3
  Casting Time 1 action
  Range Touch
  Duration 10 minutes, Conc. Components V, S, M
  Polybrachia
  conjuration
  
  LV
  3
  Casting Time 1 action
  Range Touch
  Duration 10 minutes, Conc. Components V, S, M
  Polybrachia
  conjuration
  Two muscular arms consisting of brilliant arcane 
  energy appear on a willing creature that you 
  touch. These arms are fully functional and can 
  be used to hold weapons and shields (allowing 
  the target to hold 2 two-handed weapons, or 4 
  one-handed weapons), perform somatic com-
  ponents of spells, and perform other actions, 
  though the arms themselves don’t grant the target 
  additional actions. For the duration, the target has 
  advantage on Strength (Athletics) checks made 
  using the additional arms. Also, if the arms are 
  used to carry weapons, the target can use a bonus 
  action to make an additional melee weapon attack 
  using the arms.
  Material Components: A pair of arm-
  bands
  
  LV
  1
  Casting Time 1 action
  Range Self (60-ft. rad)
  Duration 1 hour
  Components V, S, M
  Psychedelics 
  illusion
  
  LV
  1
  Casting Time 1 action
  Range Self (60-ww rad)
  Duration 1 hour
  Components V, S, M
  Psychedelics 
  illusion
  For a moment, the colors around you shift in 
  a rainbow swirl, before coming to rest far from 
  their original hues. The colors of all creatures and 
  objects you choose within range change randomly 
  and remain brightly and unnaturally colored for 
  the duration. Additionally, each affected creature 
  you choose must make a Dexterity saving throw. 
  On a failed save, a creature has disadvantage on 
  attack rolls until the end of its next turn.
  Material Components: A mushroom
  
  LV
  2
  Casting Time 1 action
  Range 5 feet
  Duration 1 minute, Conc. Components V, S, M
  Repulsor Ring
  abjuration
  
  LV
  2
  Casting Time 1 action
  Range 5 feet
  Duration 1 minute, Conc. Components V, S, M
  Repulsor Ring
  abjuration
  You outline a 5-foot diameter circle on the 
  ground, which is warded against intruders. Only 
  creatures you choose can step within the circle. 
  Any ranged attack roll made against a target with-
  in the circle has disadvantage. If a hostile creature 
  makes a melee attack against a target within the 
  circle, the attacker is pushed back 10 feet immedi-
  ately after the attack.
  Material Components: A piece of chalk
  
  LV
  2
  Casting Time 1 action
  Range 10,000 feet
  Duration 10 minutes, Conc. Components V, S, M
  Rift
  transmutation (mega)
  
  LV
  2
  Casting Time 1 action
  Range 10,000 feet
  Duration 10 minutes, Conc. Components V, S, M
  Rift
  transmutation (mega)
  You tear a rift in space at a point you choose with-
  in range. The rift is composed of 10 panels, each 
  200 feet long, 200 feet wide, and 25 feet thick. 
  These panels can be arranged in any pattern you 
  desire, but each panel must touch another panel 
  and all panels must form a single, continuous wall. 
  You can’t place a panel in a space that is occupied 
  by a creature or object.
       The rift is impassable and blocks line of sight 
  through it. It counts as an object with an AC of 15 
  and 90 mega hit points; the spell ends if the rift 
  drops to 0 hit points.
       If you maintain your concentration on this spell 
  for its entire duration, the rift becomes perma-
  nent, though it can still be dispelled or destroyed. 
  Otherwise, it disappears when the spell ends.
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or 
  higher, the rift’s area expands by 5 panels 
  for each slot level above 2nd.
  Material Components: A pinch of dia-
  mond dust
  
  LV
  1
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 minute, Conc. Components V, S, M
  Scramble Targeting
  enchantment (mega)
  
  LV
  1
  Casting Time 1 action
  Range 5,000 feet
  Duration 1 minute, Conc. Components V, S, M
  Scramble Targeting
  enchantment (mega)
  Choose a spaceship you can see within range. 
  The target’s gunners must each make a Wisdom 
  saving throw. On a failed save, a gunner has 
  disadvantage on all attack rolls with ship-mounted 
  guns for the duration. As long as a gunner isn’t 
  incapacitated, they can attempt the saving throw 
  again at the end of each of their turns, ending the 
  effect for themselves on a success.
  Material Components: A piece of frost-
  ed glass
  
  LV
  5
  Casting Time 10 minutes
  Range Self
  Duration Instantaneous
  Components V, S, M
  Simulation
  divination
  
  LV
  5
  Casting Time 10 minutes
  Range Self
  Duration Instantaneous
  Components V, S, M
  Simulation
  divination
  You create a comprehensive digital simulation of 
  the next day’s events, granting you insight into a 
  probable future. The GM offers a summary of the 
  likely events of the next 24 hours. Because you set 
  the simulation’s parameters based on informa-
  tion you know, the summary doesn’t account for 
  unknown information (such as an ambush awaiting 
  you, or a traitor in your midst) or unlikely events 
  (such as the gain or loss of a companion).
  Material Components: A ship’s comput-
  er or an arcane terminal
  
  LV
  1
  Casting Time 1 action
  Range 120 feet
  Duration 10 minutes, Conc. Components V, S
  Spacetime Distortion
  transmutation
  
  LV
  You warp spacetime around a creature you can 
  see within range. An unwilling creature can make 
  a Constitution saving throw to resist this effect. 
  Creatures within 5 feet of the target are treat-
  ed as if they are 10 feet away, and creatures 10 
  feet away are treated as if they are 5 feet away. 
  Moreover, other creatures can move through the 
  target’s space, as long as they don’t end their 
  movement there.
  At Higher Levels. When you cast this 
  spell using a spell slot of 4th level or high-
  er, you can choose to exponentially distort 
  space around the target. Creatures 5 feet 
  away from the target are treated as if they 
  are 60 feet away from the target, creatures 
  10 feet away from the target are treated 
  as being 5 feet away, and creatures 15 
  feet away from the target are treated 
  as being 10 feet away. Ranged attacks 
  against this creature have disadvantage.
  Material Components: A computer or an 
  arcane terminal
  1
  Casting Time 1 action
  Range 120 feet
  Duration 10 minutes, Conc. Components V, S
  Spacetime Distortion
  transmutation
  
  LV
  7
  Casting Time 1 action
  Range 60 feet
  Duration 1 hour
  Components V, S, M
  Splice
  transmutation
  
  LV
  7
  Casting Time 1 action
  Range 60 feet
  Duration 1 hour
  Components V, S, M
  Splice
  transmutation
  With a pinprick beam of arcana, you steal a sample 
  of genetic information from a target creature you can 
  see within range and bestow that information upon a 
  recipient creature you touch. The donor creature need 
  not be alive or even whole, as long as you target part 
  of a creature that has died within the last 10 days. 
       The recipient creature gains any of the following 
  traits from the target creature that you choose: the 
  target’s movement speed and types of movement, all 
  of the target’s damage resistances, the target’s special 
  senses, or one of the target’s special traits, such as a 
  ghast’s Stench trait. If selected, the GM decides which 
  special trait, if any, the recipient gains from the target 
  creature. The recipient doesn’t gain any traits from the 
  creature that do not result from its race or monster 
  statistics. 
       The recipient’s appearance changes to resem-
  ble a hybrid of the target creature and itself. These 
  changes, as well as the traits gained by the recipient 
  creature, last for the duration.
  Material Components: A special glass 
  syringe, worth 1,000 gp
  
  LV
  1
  Casting Time 1 bonus action Range 60 feet
  Duration 1 minute
  Components V, S, M
  Technical Difficulties
  transmutation
  
  LV
  1
  Casting Time 1 bonus action Range 60 feet
  Duration 1 minute
  Components V, S, M
  Technical Difficulties
  transmutation
  This spell causes lights to flicker, blasters to mal-
  function, and arcane terminals to crash. Choose 
  a piece of magical technology within range. The 
  device malfunctions in unpredictable ways, such 
  that it is unusable for the duration.
  Material Components: A bit of frayed 
  wire
  
  LV
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components S
  Technomancy
  transmutation
  
  LV
  0
  Casting Time 1 action
  Range 60 feet
  Duration Instantaneous Components S
  Technomancy
  transmutation
  With a complex input gesture, you can manipulate 
  a technological device you can see within range. 
  You can use this ability to perform any basic 
  operation on the device, including, but not limited 
  to, pressing an external button, entering a dozen 
  keystrokes of data, performing an authorized 
  operation (such as opening an unlocked door), 
  dimming or brightening a screen, or muting a 
  device that has a speaker. You can’t disconnect 
  or reconnect wires, or perform an unauthorized 
  operation, such as crashing a device or changing 
  its password without knowing the original.
  
  LV
  4
  Casting Time 1 minute
  Range 30 feet
  Duration 1 hour
  Components V, S
  Telaros’s Speedcycle
  conjuration
  
  LV
  4
  Casting Time 1 minute
  Range 30 feet
  Duration 1 hour
  Components V, S
  Telaros’s Speedcycle
  conjuration
  A Large vehicle with two wheels and holographic 
  circuits appears on the ground in an unoccupied 
  space of your choice within range. The cycle has AC 
  10 and 10 hit points. It roars to life when its controls 
  are grasped. For the duration, you or a creature you 
  choose can operate the cycle, and one creature can 
  ride as a passenger. The cycle has a speed of 100 
  feet and can travel 10 miles in an hour.
       Wherever the cycle moves, it leaves behind a 
  brightly chromatic, translucent wall of force behind 
  it. The wall is 10 feet high and nothing can phys-
  ically pass through it. It is immune to all damage, 
  but a 20-foot long portion of it can be destroyed 
  by a dispel magic or disintegrate spell. Portions of 
  the wall that the rider creates by moving the cycle 
  vanish at the end of the rider’s next turn.
      The spell ends if you use an action to dismiss it, 
  if the cycle drops to 0 hit points or more points, 
  or if the cycle collides with its walls or another 
  substantial obstacle. The walls of force vanish when 
  the spell ends. If the spell ends as a result of taking 
  damage or a collision, the rider and passenger 
  both fall prone.
  
  LV
  6
  Casting Time 10 minutes Range Touch
  Duration 1 hour
  Components V, S, M
  Telaros’s Terrific Transport
  conjuration
  
  LV
  A Huge shuttle with glowing, holographic circuits 
  on its surface appears in front of you. The shuttle 
  has room for 9 Medium creatures (a pilot and 
  eight passengers) and can carry up to 2,000 
  pounds of cargo. The shuttle is enclosed and con-
  tains clean, breathable air. It can fly at a speed of 
  100 feet per round, or up to 1,500 feet per round 
  in a vacuum. The shuttle can carry its passengers 
  into space by flying vertically for 5 minutes on 
  most planets and can enter a planet’s atmosphere 
  by descending for the same amount of time. The 
  shuttle has life support and sensors, and is de-
  signed to dock with larger ships in the same way a 
  fighter-sized ship can.
       The shuttle has AC 10 and 8 mega hit points. 
  The spell ends if the shuttle drops to 0 hit points. 
  When the spell ends, the shuttle gently descends 
  to the ground (if there is a substantial planetoid 
  nearby), giving the passengers time to exit.
  Material Components: A starship’s 
  launch button
  Telaros’s Terrific Transport
  conjuration
  Casting Time 10 minutes Range Touch
  Duration 1 hour
  Components V, S, M
  6
  
  LV
  Turbulence
  evocation (mega)
  Casting Time 1 action
  Range 10,000 feet
  Duration 1 minute, Conc. Components V, S
  1
  
  LV
  Turbulence
  evocation (mega)
  Casting Time 1 action
  Range 10,000 feet
  Duration 1 minute, Conc. Components V, S
  1
  Choose a spaceship you can see within range. 
  The target’s pilot must make a Dexterity saving 
  throw. On a failed save, the ship’s speed is halved 
  for the duration. If there is a creature in the Pilot 
  role that isn’t incapacitated, it can attempt the 
  saving throw again at the end of each of their 
  turns, ending the effect on a success. 
  
  LV
  Voidlight
  conjuration
  Casting Time 1 action
  Range 120 feet
  Duration Instantaneous Components V, S
  0
  
  LV
  Voidlight
  conjuration
  Casting Time 1 action
  Range 120 feet
  Duration Instantaneous Components V, S
  0
  For the briefest possible instant, you open a 
  portal into the Void, revealing the hideous lights 
  beyond. Choose one creature you can see to 
  make a Constitution saving throw. The target 
  has advantage on this roll if it can’t see you. On a 
  failed save, the target takes 1d8 radiant damage. 
  If you roll an 8 on any damage die, you can roll 
  an additional d8 and add its damage to the total, 
  rolling again if this die is also an 8, and so on. You 
  can roll a total number of damage dice for this 
  cantrip equal to twice the number of damage dice 
  you initially rolled.
       This spell’s damage increases by 1d8 when you 
  reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8).
  
  LV
  Voidwind
  evocation
  Casting Time 1 action
  Range 30 feet
  Duration Instantaneous Components V, S
  3
  
  LV
  Voidwind
  evocation
  Casting Time 1 action
  Range 30 feet
  Duration Instantaneous Components V, S
  3
  A sudden stream of radiation erupts in a line 60 
  feet long and 10 feet wide. The blast originates 
  from a point you choose which you can see within 
  range and is aimed in a direction you choose. 
  Each creature within the line must make a Dex-
  terity saving throw. On a failed save, a creature 
  takes 4d8 radiant damage, or half as much on a 
  successful save. If you roll an 8 on any damage 
  die, you can roll an additional d8 and add its 
  damage to the total, rolling again if this die is also 
  an 8, and so on. You can roll a total number of 
  damage dice for this spell equal to twice the num-
  ber of damage dice you initially rolled. Additional-
  ly, a creature that failed its saving throw is pushed 
  back by 5 feet for each die which rolled an 8.
  At Higher Levels. When you cast this 
  spell using a spell slot of 4th level or high-
  er, the initial damage increases by 1d8 for 
  each slot level above 3rd.
  
  LV
  White Dwarf
  conjuration
  Casting Time 1 action
  Range 1 mile
  Duration 1 hour, Conc.
  Components V, S, M
  8
  
  LV
  White Dwarf
  conjuration
  Casting Time 1 action
  Range 1 mile
  Duration 1 hour, Conc.
  Components V, S, M
  8
  A brilliant 20-foot radius artificial star, complete with its own 
  solar heat and gravitational pull, appears at an unoccupied 
  location you choose within range. When you cast this spell, 
  you can choose any number of creatures to be unaffected by 
  the star while they are further than 30 feet from it.
       Any creature that comes within 120 feet of the star for the 
  first time on a turn or starts its turn there, must make a Con-
  stitution saving throw. A creature within 30 feet of the star 
  automatically fails this save. On a failed save, a creature takes 
  4d12 radiant damage, or half as much on a successful save.
       If a creature comes within 30 feet of the star for the first 
  time on a turn or starts its turn there, it must make a Strength 
  saving throw or be pulled 10 feet closer to the star by its 
  gravitational field. Medium or smaller objects weighing less 
  than 2,000 pounds in this area that aren’t being worn or 
  carried are pulled into the star. If a creature or object touches 
  the star, it takes 8d12 fire damage plus 8d12 radiant damage 
  and is blinded until the end of its next turn.
       The star sheds bright light in a 1-mile radius sphere and 
  dim light for an additional mile. If any of this star’s bright light 
  overlaps with an area of darkness created by a spell of 8th 
  level or lower, the spell that created the darkness is dispelled.
  Material Components: A pair of specta-
  cles made from darkened glass
  
  LV
  Worldseek
  divination (ritual)
  Casting Time 1 action
  Range Self
  Duration 1 hour, Conc.
  Components V, S, M
  1
  
  LV
  This spell reveals the path to the nearest planet 
  to you. For the duration, you know the direction 
  and the distance to the nearest planet, planetoid, 
  or moon. If you cast this spell while you’re on a 
  planet, planetoid, or moon, the spell fails.
  Material Components: A spyglass
  1
  Casting Time 1 action
  Range Self
  Duration 1 hour, Conc.
  Components V, S, M
  Worldseek
  divination (ritual)
  
  LV
  2
  Casting Time 1 action
  Range 60 feet
  Duration 1 hour
  Components V, S, M
  Zone of Atmosphere
  conjuration
  
  LV
  2
  Casting Time 1 action
  Range 60 feet
  Duration 1 hour
  Components V, S, M
  Zone of Atmosphere
  conjuration
  You create a spherical area of clean, breathable air 
  centered on a point within range for the duration. 
  The sphere can have any radius you choose to a 
  maximum of 30 feet. If the point you choose is on 
  an object you are holding or one that isn’t being 
  worn or carried, the sphere is centered on the 
  object and moves with it. 
       Airborne substances such as poisonous gas, 
  smoke, or fog can’t enter the sphere, and any 
  such substances already within the sphere’s area 
  are destroyed. If such a substance is created by a 
  spell of a higher level than this one, it is unaffect-
  ed.
       The area’s temperature is comfortable, regard-
  less of the outside environment.
  Material Components: A glass fish bowl 
  worth 10 gp
  
  DEad Magic Zone
  hazard
  
  Where the edges of space wear thin, the fabric 
  of magic has torn, leaving immense Dead Magic 
  Zones in space where no arcana can exist. These 
  regions behave much like antimagic fields and 
  influence magical technology in the same way as 
  magic items. Additionally, constructs within the 
  zones are paralyzed, even if they would otherwise 
  be immune to this condition. 
       Vect, as living constructs, are not fully disabled 
  within a Dead Magic Zone, but develop stutters 
  in their voices and movement, and gain a level 
  of exhaustion which can’t be removed while they 
  remain in the zone.
       Ships can no longer move, and all their 
  systems and weapons are fully disabled. Thank-
  fully, even void crystals fall inert, or the resulting 
  shutdown of the ship’s Dark Matter engine would 
  be catastrophic. Gnomish technology, which is 
  built on scientific principles, can operate normally 
  in Dead Magic Zones.
  DEad Magic Zone
  hazard
  
  Extreme Temperature
  hazard
  
  Few places in the galaxy are a comfortable tem-
  perature for organic life. The Black is an endless 
  icy nothingness, whereas stars are universally 
  scorching hellscapes; the friendly bands between 
  these extremes, where organic life can comfort-
  ably exist, are few and far-between. Very hot and 
  very cold terrestrial temperatures generally call for 
  creatures to make Constitution saving throws (the 
  DC varying based upon the temperature) to avoid 
  exhaustion and other hazards, such as frostbite 
  and sunburns. However, extreme temperatures, 
  such as those found in space, are immediately life 
  threatening.
       At the beginning of its turn, an unprotected 
  creature exposed to extreme cold or extreme 
  heat takes 1d6 cold or fire damage, respectively. 
  If still exposed at the beginning of its next turn, 
  the creature takes 2d6 damage, and 3d6 damage 
  at the beginning of the turn following that, and so 
  on, up to a maximum of 10d6. Even more extreme 
  temperatures will begin damage with a higher 
  number of damage dice, at the GM’s discretion.
  Extreme Temperature
  hazard
  
  N-Virus
  hazard
  
  If a construct comes in physical contact with a construct infected 
  with the virus or uses an arcane terminal or other device infected 
  with it, it must make a DC 16 Constitution saving throw or 
  become infected. Symptoms are minor at first, consisting of 
  malfunctions and instances of faulty logic, but as the virus moves 
  to dominate the construct’s core, the virus reveals its true nature. 
  The virus intelligently delays its progression, lying dormant for 
  up to 30 days, until more constructs are infected or the infected 
  construct has escaped quarantine. 
       An infected character’s alignment becomes chaotic evil, 
  and it gains the following ideal: “I will spread the N-Virus at all 
  costs.” The GM can take control of the character until the virus 
  is removed. 
       Additionally, an infected construct gains the ability to instill 
  faults within machines, gaining the following trait:
       Innate Spellcasting. The infected construct’s innate 
  spellcasting ability is Intelligence (spell save DC equals 8 + its 
  proficiency bonus + its Intelligence modifier). The construct 
  can innately cast the following spells, requiring no material 
  components:
  At will: technomancy
  3/day each: circuit breaker, perception hack, technical difficulties
       The N-Virus can be prevented with the antivirus spell. It 
  can be cured with the lesser restoration spell while it lays 
  dormant, but once it progresses, it can only be cured with a 
  greater restoration spell, or similar magic, or if the character 
  is killed and returned to life.
  N-Virus
  hazard
  
  Radiation
  hazard
  
  Even brief exposure to hazardous radiation can 
  kill, as evidenced by the bursts of radiant energy 
  produced by blasters, but prolonged exposure 
  can be just as deadly. A creature that spends one 
  minute exposed to radiation must make a DC 15 
  Constitution saving throw or be poisoned for one 
  hour. While poisoned, the creature’s hit point 
  maximum is decreased by 5. Each subsequent 
  failed saving throw against radiation while the 
  creature is poisoned increases the duration the 
  creature is poisoned by an additional hour and 
  decreases its hit point maximum by an additional 
  5. If a creature’s hit point maximum is reduced to 
  0, it dies.
       Lastly, when a creature that has been poisoned 
  due to radiation recovers from being poisoned, 
  roll a d20. On a 1, the creature suffers a severe 
  side effect from the poisoning: an aneurysm 
  or a cancerous growth. The creature’s hit point 
  maximum is halved until it is healed by a greater 
  restoration spell or similar magic.
  Radiation
  hazard
  
  Roach Addiction
  hazard
  
  Long term consumption of Ocoulori Radavitis, 
  also known as “roaches”, is addictive and danger-
  ous. Roaches are sentient and psychic creatures, 
  and their violent deaths gradually wear down the 
  psyche of those who eat them. When a creature 
  consumes a roach, it must make a DC 13 Wisdom 
  saving throw. On a failed save, it becomes addict-
  ed and gains one randomly-determined Indefinite 
  Madness trait. While addicted, it gains a level of 
  exhaustion whenever it goes longer than 7 days 
  without consuming a roach. Each time it fails this 
  Wisdom save, it gains an additional Indefinite 
  Madness trait and the time before exhaustion sets 
  in decreases by 1 day, to a minimum of 1 day. 
  Addiction can be ended by a remove curse spell 
  and its lingering madness traits can be cured by a 
  greater restoration spell or similar magic.
  Roach Addiction
  hazard
  
  Vacuum
  hazard
  
  The vacuum of space is the apex of hazards; its 
  extreme temperature and complete absence of 
  air are universally lethal. No creature can hold its 
  breath in a vacuum. Upon entering a vacuum with-
  out a breathing apparatus, a creature can survive 
  a number of rounds equal to 1 + its Constitution 
  modifier (minimum 2 rounds). At the start of its 
  next turn, it drops to 0 hit points and is dying.
       A creature with a breathing apparatus might 
  still be subject to Extreme Temperature if it 
  doesn’t have other protective equipment.
       Casting a spell with a verbal component is 
  impossible in a vacuum.
  Vacuum
  hazard
  
  Zero Gravity
  hazard
  
  Whenever a ship loses its life support system 
  while in the Black or someone decides to go 
  on a spacewalk, they experience zero gravity. In 
  zero gravity environments, creatures and objects 
  hang in the air until they are moved. A creature in 
  zero gravity can move only by pushing or pulling 
  against a fixed object or surface within reach (such 
  as a wall or a ceiling), which allows it to move as 
  if it were climbing. Its speed is otherwise reduced 
  to zero. Once a creature or object is set into 
  motion, it can’t stop moving until it collides with 
  an obstacle. A creature automatically continues its 
  movement at the same speed at the beginning of 
  its turn, and an object set in motion moves with 
  the same speed each round after it was moved.
  Zero Gravity
  hazard
  
  Low Gravity
  hazard
  
  Planetoids, asteroids, and moons with any sort of 
  gravity will have low gravity, which only tenuously 
  draws objects to the surface after allowing them 
  to linger in the air for some time. 
       In low gravity, the weight of all creatures and 
  objects is halved. A creature in low gravity can 
  jump twice the normal height and distance. Addi-
  tionally, a creature takes half damage from falling 
  in low gravity.
  Low Gravity
  hazard
  
  High Gravity
  hazard
  
  High gravity conditions are common in the ‘verse, 
  as it is the default environment for large and 
  dense planets, though it also occurs whenever a 
  ship strays too close to a massive object, such as a 
  star or a black hole.
       Each creature in an area of high gravity area 
  must spend two feet of movement for every foot 
  moved, including flying, jumping, and climbing 
  movement. This can be combined with difficult 
  terrain, so that each foot of movement costs 
  three feet. If a prone creature wishes to stand up, 
  it must succeed a DC 12 Strength check. On a 
  failure, it can’t move at all on its turn.
       Objects in the area, including those being 
  worn or carried, weigh double their usual weight, 
  which therefore may cause creatures to become 
  encumbered or cause load-bearing spells like 
  levitate to fail. Creatures and objects take double 
  damage from falling.
  High Gravity
  hazard
  
  Extreme Gravity
  hazard
  
  While high gravity can be tolerated for some 
  time, extreme gravity is outright lethal. Extreme 
  gravity carries all the penalties of high gravity, but 
  a creature makes all Strength and Dexterity ability 
  checks and saving throws with disadvantage. Ad-
  ditionally, at the beginning of its turn, a creature 
  in extreme gravity takes bludgeoning damage 
  based on its size: a Small creature takes 1d4 
  bludgeoning damage, a Medium creature takes 
  1d6 bludgeoning damage, a Large creature takes 
  1d8 bludgeoning damage, a Huge creature takes 
  1d10 bludgeoning damage, and a Gargantuan 
  creature takes 1d12 bludgeoning damage.
  Extreme Gravity
  hazard
  
  As the captain, you roll initiative for the entire 
  ship. The entire party acts on that turn in the 
  initiative order while you are captain, and you can 
  choose in which order the crew members take 
  their turns.
  Boarding Party. When the conditions for 
  Boarding are met, you can use your action as the 
  captain to form a boarding party (which you can 
  choose to be a part of) and deploy the umbilicus.
  Brace for Impact. You can use your action to 
  brace the ship for damage. Each time your ship 
  takes damage before the beginning of your next 
  turn, you can roll 1d6 and subtract the number 
  rolled from the mega damage your ship takes, to 
  a minimum of 1.
  Deep Scan. If your ship is equipped with sensors, 
  you can use your action to order a deep scan of 
  a specific object of interest within range of the 
  sensors. This allows you to make an Intelligence 
  (Investigation) check to examine that object.
  Captain
  ship role
  
  Fire at Will. You use your action to declare a bar-
  rage. One gunner of your choice can then use its 
  reaction to make one attack with a ship weapon.
  Full Speed Ahead. You use your action to push 
  the engines. The pilot can then use its reaction to 
  move the ship half its movement within the cone 
  of movement.
  Captain
  ship role
  
  You deploy in a lighter, more maneuverable vessel 
  to disable enemy fighters and target the vital lo-
  cations of hostile ships. You can use your action to 
  launch your fighter-sized ship from the main ship 
  or to dock with it while you are adjacent to it. You 
  can only switch roles while your fighter is docked 
  with the main ship. 
       Once launched, you can move your fighter’s 
  entire speed on its turn and use your action to 
  fire its weapons. Movement and weapon attacks 
  follow the same rules as the Pilot’s Move action 
  and the Gunner’s Open Fire action, except that 
  moving your fighter doesn’t require an action. You 
  can also take the Pilot’s Dogfighting action.
       If your fighter drops to 0 hit points and is 
  destroyed, you can use your reaction to eject from 
  the craft in a life pod to survive the explosion.
  Dogfighter
  ship role
  
  Targeted Attack. While you are within 1,000 feet 
  of another ship, you can use your action to at-
  tempt to disable one of that ship’s systems. When 
  you do so, make an attack targeting the ship with 
  disadvantage. On a hit, you deal damage directly 
  to a system of your choice, a weapon of your 
  choice, or the ship’s impulse engines. If the attack 
  is blocked by a shield, the damage is subtracted 
  from the target ship’s shield points before it dam-
  ages any system. Systems, weapons, and engines 
  have 10 mega hit points each. Damage to systems 
  is also deducted from the target ship’s hit points. 
       If a system or weapon drops to 0 hit points, 
  it is disabled. Any creature operating a weapon 
  when it is destroyed takes normal damage (as 
  opposed to mega damage) equal to the damage 
  dealt. If the engines drop to 0 hit points, the ship 
  is crippled and can only move at half speed.
  Dogfighter
  ship role
  
  As the engineer, you can direct power around the ship 
  and position the ship’s directional shield. By default, the 
  shield is forward-facing and active. The ship’s shield cov-
  ers only one of the ship’s four sides. As a bonus action, 
  you can switch the direction the shield faces. If an attack 
  hits the ship on its shielded side, damage is subtracted 
  from the ship’s shield points, rather than its hit points. At 
  the beginning of the initiative order, the shield regains 
  half its maximum shield points, rounded up. 
       As an engineer, you have the following actions avail-
  able to you: 
  Directing Power. You can use your action to deactivate 
  the shield and direct its power elsewhere: either to the 
  impulse engines or into one of the ship’s weapons. If 
  you invest the power in the ship’s engines, the ship’s 
  movement speed increases by half until the beginning of 
  your next turn. If you invest the power in one of the ship’s 
  weapons, a gunner can make one additional attack using 
  that weapon when they take the Open Fire action.
      Alternatively, you can draw power from the ship’s 
  weapons and invest it in the ship’s shields. When you do 
  so, until the beginning of your next turn, the ship’s shields 
  cover two of its consecutive sides, instead of only one, 
  and it regains all of its shield points at the beginning of 
  the initiative order, instead of only half. In exchange, each 
  gunner makes one weapon attack fewer than normal 
  when they take the Open Fire action.
  ENgineer
  ship role
  
  Overcharge. If you are a spellcaster, you can use your 
  action to expend a spell slot with a level greater than or 
  equal to the Dark Matter engine’s class to overcharge 
  the engine. The shield recharges completely, and until 
  the beginning of your next turn, power is invested in the 
  ship’s engines (increasing the ship’s movement speed by 
  half) and every gun (allowing each gunner to make one 
  additional attack using that weapon when they take the 
  Open Fire action on their turn). Once you use this ability, 
  you can’t use it again for 1 minute.
  System Repair. You can use your action to repair a ship 
  system or weapon that has 0 hit points and is deac-
  tivated. When you do so, make a DC 15 Intelligence 
  (Technology) check. On a success, the system or weapon 
  regains 1 mega hit point and reactivates at the beginning 
  of your next turn.
  Void Jump. You can begin the charging process for a 
  void jump. Once a Dark Matter engine has begun to 
  charge, it will jump in 1 minute. No intervention can stop 
  or slow this process; once it is begun, nothing short of 
  destroying the ship can interrupt the jump. The pilot is 
  responsible for guiding the ship on the jump itself and 
  rolls on the Blind Jump table when the jump begins.
  ENgineer
  ship role
  
  Acquiring targets and calculating ranges, you fire 
  the shipboard weapons on hostile targets. Many 
  ship weapons don’t have any facing rules, but 
  those which do are normally mounted to the front 
  or to one of the sides of the ship. If a weapon 
  has the Facing property, it can only be fired in a 
  90-degree cone in the direction in which it was 
  mounted.
       While you are in the Gunner role, you can only 
  operate one of the ship’s weapons at a time. You 
  can use a bonus action on your turn to switch 
  between weapons.
       You add your proficiency bonus and Dexterity 
  modifier to an attack roll you make with a ship’s 
  weapon, but you don’t add any ability modifier to 
  the weapon’s damage rolls. Weapon entries in the 
  Example Ships section include an example attack 
  bonus, to be used only if the GM controls the ship 
  as an NPC.
   
  Gunner
  ship role
  
  Open Fire. You can take the Attack action on your 
  turn to attack with one of the ship’s weapons. You 
  can make multiple attacks with this weapon if you 
  have a feature, such as Extra Attack, that gives 
  you extra attacks. If you score a critical hit on a 
  ship, you randomly disable one of the target ship’s 
  systems.
  Readied Attack. You can use your action to ready 
  an attack with a ship’s weapon, just as you would 
  ready an attack with a normal weapon. Often, 
  this readied action is used to target deployed 
  weapons, such as neutron torpedoes, the moment 
  they are launched, or to strike another ship the 
  moment it opens fire.
  Gunner
  ship role
  
  As the pilot, you navigate and direct the ship’s move-
  ment. Each ship has a given speed in hundreds of feet 
  per turn, and a maneuverability score, which is given 
  in degrees. Additionally, each ship faces a particular 
  direction, which is normally in 45-degree intervals, and 
  can be approximated using the eight cardinal directions. 
  To approximate momentum, each ship’s movement is 
  limited to a cone of movement, which extends in the 
  direction your ship is facing and is as wide as the ship’s 
  Maneuverability score, measured in degrees.  
  Move. You use your action to move the ship up to its 
  speed within the ship’s cone of movement. Once you 
  have finished moving, you can rotate the direction your 
  ship is facing by up to its maneuverability score.
  Evasive Maneuvers. If your ship is Corvette-sized or 
  smaller, you can use your action to perform evasive 
  maneuvers instead of moving normally. When you do so, 
  until the beginning of your next turn, you add your Dex-
  terity modifier to the ship’s AC and have advantage on 
  Dexterity saving throws you make on behalf of the ship. 
  Pilot
  ship role
  
  Dogfighting. If your ship is Corvette-sized or smaller and 
  a ship of the same size classification is behind you within 
  1,000 feet, you can use your action to perform a complex 
  maneuver. Make a Dexterity (Piloting) check, contested 
  by the other ship. On a success, following several tight 
  turns, you switch places with that ship. The direction both 
  ships face remains the same.
  Hard Turn. If your ship is Corvette-sized or smaller, you 
  can use your action to pull a hard turn, rotating your ship 
  almost on the spot. You move your ship 500 feet in any 
  direction and rotate to face any way you choose.
  Match Speed. Your ship attempts to move at the same 
  rate and direction as another ship instead of moving 
  normally. Choose one ship that you can see. Until the be-
  ginning of your next turn, your ship moves when that ship 
  does and attempts to maintain the same distance from 
  it and angle to it. If the target ship moves faster, is more 
  maneuverable, or uses Hard Turn to perform a movement 
  you are not normally capable of, this effect ends.
  Ram. If your ship is Frigate-sized or smaller (and you feel 
  particularly foolhardy), you can ram your ship directly into 
  a target by moving up to your speed within your cone of 
  movement and entering a ship or mega creature’s space. 
  Your ship and the target each take 2d10 mega bludgeon-
  ing damage. Larger ships deal and take more damage in 
  a ram: Transport ships deal 3d10, Corvettes and Frigates 
  deal 4d10.
  Pilot
  ship role
  
  CR
  Mage Hand Press
  Dark Matter
  Mechanical Spider
  Small construct, unaligned
  0
  
  CR
  STR
  6 (−2)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  2 (−4)
  WIS
  5 (−3)
  CHA
  1 (−5)
  Mechanical Spider
  Small construct, unaligned
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 8
  Languages —
  Death Burst. When a mechanical spider dies, it explodes 
  in a burst of fire. Each creature within 5 feet of it must 
  make a DC 13 Dexterity saving throw, taking 7 (2d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Spider Climb. The mechanical spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  ACTIONS
  Carry. The spider can pick up and carry or drop a single 
  object weighing no more than 10 pounds.
  AC
  13
  HP 3
  (1d4 + 1)
  SPEED 20 ft.,
  climb 20 ft.
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Psi-Worm
  Tiny monstrosity, unaligned
  0
  
  CR
  STR
  3 (−4)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  12 (+1)
  CHA
  3 (−4)
  Damage Resistances psychic
  Condition Immunities frightened, prone
  Senses truesight 120 ft., passive Perception 11
  Languages —
  Alien Movement. The psi-worm can writhe more quickly 
  over rough ground, moving 2 feet in difficult terrain for 
  every 1 foot of movement it expends.
  ACTIONS
  Infest. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage. A creature that has 
  been hit by this attack must make a DC 13 Constitution 
  saving throw or be infested by the psi-worm, which crawls 
  within the creature’s body. While infesting a creature, 
  the psi-worm can’t be directly damaged or targeted by 
  effects. If the infected creature is willing, it or another 
  creature can use its action to deal 5 piercing or slashing 
  damage to the infected creature, surgically killing the 
  worm inside it. The worm can also be killed by lesser 
  restoration, or any other effect which cures disease. 
       An infested creature takes 2 (1d4) necrotic damage at 
  the start of each of its turns until it dies or the psi-worm is 
  killed. An infested humanoid that dies rises 1 round later 
  as a worm walker.
  AC 
  12
  HP 2
  (1d4)
  SPEED 
  10 ft.
  Psi-Worm
  Tiny monstrosity, unaligned
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Software Bug
  Tiny monstrosity, unaligned
  0
  
  CR
  STR
  3 (−4)
  DEX
  15 (+2)
  CON
  8 (−1)
  INT
  1 (−5)
  WIS
  12 (+1)
  CHA
  2 (−4)
  Senses passive Perception 11
  Languages —
  Antiviral Presence. When a software bug is within a 
  device such as an arcane terminal or a ship’s computer, 
  that device is under the effect of the antivirus spell until 
  the software bug leaves or dies.
  Incorporeal Movement. The software bug can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 1 force damage if it ends its turn 
  inside an object.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1 lightning damage.
  AC 
  12
  HP 1
  (1d4 − 1)
  SPEED 10 ft.,
  fly 30 ft.
  Software Bug
  Tiny monstrosity, unaligned
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Thwirrel
  Tiny beast, unaligned
  0
  
  CR
  STR
  3 (−4)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Perception +4, Sleight of Hand +5, Stealth +5
  Senses passive Perception 14
  Languages —
  Energy Siphon. See Dark Matter
  Keen Hearing and Smell. The thwirrel has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Psychic Camouflage. The thwirrel can take the Hide 
  action even when it isn’t in a heavily obscured area. 
  Additionally, when a creature would normally see, hear, 
  touch, or smell a thwirrel, it must make a DC 12 Wisdom 
  saving throw. On a successful save, the creature can per-
  ceive all thwirrels as normal for the next 10 minutes. On a 
  failed save, the creature can’t see, hear, feel, or smell any 
  thwirrels for the same duration. In either case, the saving 
  throw must be repeated every 10 minutes, or until the 
  creature is no longer within visual range of any thwirrels. 
  Creatures with truesight are immune to this trait.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  AC 
  12
  HP 2
  (1d4)
  SPEED 
  35 ft.
  Thwirrel
  Tiny beast, unaligned
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Wizmo
  Tiny construct, chaotic neutral
  0
  
  CR
  STR
  7 (−2)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  7 (−2)
  WIS
  9 (−1)
  CHA
  17 (+3)
  Skills Sleight of Hand +5
  Damage Immunities poison
  Condition Immunities blinded, deafened, exhaustion, 
  paralyzed, petrified, poisoned
  Senses blindsight 10 ft., passive Perception 9
  Languages understands Common but can’t speak
  Scram. Opportunity attacks against the wizmo have 
  disadvantage.
  ACTIONS
  Hijinks. The wizmo pulls a prank on one creature it can 
  see within 5 feet, which must make a DC 13 Wisdom 
  saving throw. On a failed save, the creature has disad-
  vantage on the next attack roll or ability check it makes 
  before the end of its turn.
  AC 
  13
  HP 5
  (2d4)
  SPEED 20 ft.,
  climb 10 ft.
  Wizmo
  Tiny construct, chaotic neutral
  0
  
SOURCE: textdata/thevault/Dark Matter (DnD5e)/Dark Matter Reference Cards.pdf