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Dark Matter Reference Cards

This spell teleports an unwilling creature within range to the caster's location, allowing the caster to choose the target's position. The target can resist with a Charisma save and has advantage if more than 100 feet away from its starting point. At the end of the spell, the caster can choose to return the target or leave it at the caster's location.

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0% found this document useful (0 votes)
88 views154 pages

Dark Matter Reference Cards

This spell teleports an unwilling creature within range to the caster's location, allowing the caster to choose the target's position. The target can resist with a Charisma save and has advantage if more than 100 feet away from its starting point. At the end of the spell, the caster can choose to return the target or leave it at the caster's location.

Uploaded by

Klaus U.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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LEVEL 7

Abduct
conjuration
1 minute
100 miles
V, S, M
1 hour
LEVEL 7

Abduct
conjuration
1 minute
100 miles
V, S, M
1 hour

This spell teleports a creature within range to


your location. An unwilling creature can make
a Charisma saving throw to resist this effect.
Moreover, you must know the target’s precise
location when you cast this spell. If the target is
more than 100 feet from its supposed location,
it has advantage on its saving throw. If it is
more than 500 feet away, the spell fails. On a
failed save, the target is placed at a location of
your choice within 30 feet of you. You choose if
the target is sitting, standing, prone, or bound
with nearby restraints. At the end of the spell’s
duration, you can choose whether the target
remains at your location or is teleported back
to the location from which it was abducted.

Material Components: A silver saucer


LEVEL 1

Antivirus
abjuration (ritual)
1 action
Touch
V, S
24 hours
LEVEL 1

Antivirus
abjuration (ritual)
1 action
Touch
V, S
24 hours

You ward a device that you touch from digi-


tal interlopers. For the duration, this device
can’t be disabled by magical effects, such
as the technical difficulties or logic bomb
spells, and it can’t be infected by the N-Vi-
rus. Additionally, creatures have disadvan-
tage on Intelligence (Data) checks made to
hack this device.
LEVEL 1
Arcane 1 action

Anomaly
abjuration
Self (30-ft. rad)
V, S, M
C 1 hour
LEVEL 1
Arcane 1 action

Anomaly
abjuration
Self (30-ft. rad)
V, S, M
C 1 hour

You spread cracks in the magical energy that


suffuses the multiverse. For the duration,
whenever a spell is cast within range, roll a
d6. On a 1, the spell casting fails, expending
a spell slot as normal, but not consuming
expensive material components.
LEVEL 6
Arcane 1 action

Capacitor
evocation
Touch
V, S, M
Instantaneous
LEVEL 6
Arcane 1 action

Capacitor
evocation
Touch
V, S, M
Instantaneous

You channel a wave of arcane power into


your fingertips, but recycle the leftover ener-
gy into a new spell slot. Make a melee spell
attack against a creature you can reach. On
a hit, the target takes 5d10 force damage.
Whether you hit or miss, you then regain
one expended 1st-level spell slot.

At Higher Levels. When you cast this spell


using a 7th level spell slot, you instead regain
an expended 2nd level spell slot. If you cast it
using a 9th level spell slot, you instead regain
an expended 3rd level spell slot.
Material Components: A potato
2
Asteroid
LEVEL
1 action

Cluster
conjuration (mega)
20,000 ft.
V, S, M
C 1 min.
2
Asteroid
LEVEL
1 action

Cluster
conjuration (mega)
20,000 ft.
V, S, M
C 1 min.

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 us-


ing a spell slot of 3rd level or higher, the size of
the cube increases by 500 feet and the damage
increases by 1d8 mega points for each slot level
above 2nd.
Material Components: A weighted die
LEVEL 7

Astrogation
divination
1 action
Self
V, S, M
C 1 min.
LEVEL 7

Astrogation
divination
1 action
Self
V, S, M
C 1 min.

By burning rare spices and incense, you can


briefly determine your course through the
universe. If you perform a void jump while
this spell is in effect, you automatically make
a perfect jump.

Material Components: Rare spices and


incense worth at least 100 gp, which the spell
consumes
LEVEL 1

Autopilot
enchantment (ritual)
1 action
Touch
V, S, M
1 hour
LEVEL 1

Autopilot
enchantment (ritual)
1 action
Touch
V, S, M
1 hour

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.

At Higher Levels. When you cast this spell


using a spell slot of 3rd level or higher, the
duration increases to 8 hours.
Material Components: a quartz crystal
LEVEL 0

CHeat
divination
1 bonus action
Self
S, M
1 round
LEVEL 0

CHeat
divination
1 bonus action
Self
S, M
1 round

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


LEVEL 2
Circuit 1 reaction

Breaker
evocation
Self (5-ft. rad)
V, S
Instantaneous
LEVEL 2
Circuit 1 reaction

Breaker
evocation
Self (5-ft. rad)
V, S
Instantaneous

You let out a burst of electricity, shocking


those nearby and temporarily overloading
devices. Each creature within 5 feet of you
must make a Dexterity saving throw or take
3d8 lightning damage, or half as much on a
successful save. Each piece of magical tech-
nology within range is also disabled until the
end of your next turn.

Casting Time: 1 reaction, which you take in re-


sponse to being damaged by a creature within
5 feet of you that you can see
At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot level
above 1st.
LEVEL 5

Comet Strike
evocation (mega)
1 action
15,000 ft.
V, S, M
Instantaneous
LEVEL 5

Comet Strike
evocation (mega)
1 action
15,000 ft.
V, S, M
Instantaneous

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 higher, the cold
damage increases by 1d10 mega points for
each slot level above 5th.
Material Components: A weighted die
3
Commandeer
LEVEL
1 action

Weapon
enchantment (mega)
5,000 ft.
V, S, M
C 1 min.
3
Commandeer
LEVEL
1 action

Weapon
enchantment (mega)
5,000 ft.
V, S, M
C 1 min.

Choose a ship weapon mounted on a space-


ship you can see within range. A gunner
operating the weapon must make a Consti-
tution saving throw. If there is no creature
controlling that weapon, the save automati-
cally fails. On a failed save, you gain control
of that weapon for the duration, and can use
your action to fire it as if you were a gunner.
Meanwhile, no gunner on the target ship can
fire the weapon. If a gunner is controlling the
commandeered weapon at the end of their
turn, they can reattempt the saving throw,
ending the effect on a success.

Material Components: A piece of frosted glass


LEVEL 8
Conjure 1 minute

Hardlight Avatar 90 ft.


V, S, M
conjuration
C 15 hours
LEVEL 8
Conjure 1 minute

Hardlight Avatar 90 ft.


V, S, M
conjuration
C 15 hours

You conjure into being all the shimmering gears, pis-


tons, plates, and motors of a sophisticated hardlight
construct. Your choice of a hardlight etherolus or a
hardlight juggernautus (see the Dark Matter Monsters
chapter for statistics) appears in an unoccupied space
within range. The construct disappears when it drops
to 0 hit points or when the spell ends.
Roll initiative for the construct, which has its own
turns. As a bonus action, you can mentally command
the construct if it is within 500 feet of you. You decide
what action the construct will take and where it will
move during its next turn, or you can issue a general
command, such as to guard a particular chamber or
corridor. If you issue no commands, the construct
only defends itself against hostile creatures. Once
given an order, the construct continues to follow it
until its task is complete.
No magic can restore the construct’s hit points, as
hardlight always evaporates away with time.

Material Components: An emerald ring worth


30 gp
1
Conjure
LEVEL
1 action

Nebula
conjuration (mega)
5,000 ft.
V, S
C 1 hour
1
Conjure
LEVEL
1 action

Nebula
conjuration (mega)
5,000 ft.
V, S
C 1 hour

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.

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.
3
Create
LEVEL
1 action

Vacuum
conjuration
60 ft.
V, S, M
C 10 min.
3
Create
LEVEL
1 action

Vacuum
conjuration
60 ft.
V, S, M
C 10 min.

You create a spherical area nearly devoid of


air centered on a point within range for the
duration. The sphere can have any radius
you choose, up to a maximum of 30 feet.
Any creature in the area that breathes air
must hold its breath or begin suffocating.
If the point you choose is on an object you
are holding or one that isn’t being worn or
carried, the sphere is centered on the object
and moves with it. Airborne substances such
as poisonous gas, smoke, or fog can’t enter
the sphere, and any such substances already
within the sphere’s area are destroyed. If
such a substance is created by a spell of a
higher level than this one, it is unaffected.

Material Components: A bit of kindling


LEVEL 0

Cryptogram
conjuration
1 action
Unlimited
V, S, M
Instantaneous
LEVEL 0

Cryptogram
conjuration
1 action
Unlimited
V, S, M
Instantaneous

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 mes-


sage
LEVEL 2

Dark Anchor
abjuration (mega)
1 action
5,000 ft.
V, S
C 10 min.
LEVEL 2

Dark Anchor
abjuration (mega)
1 action
5,000 ft.
V, S
C 10 min.

Choose a spaceship you can see within


range. The target’s engineer must make a
Wisdom saving throw. If there is no creature
in that role, the save automatically fails. On
a failed save, the target ship can’t initiate a
void jump for the duration. If the ship has
already initiated a void jump, the jump can’t
commence until this spell is ended. If the
target’s engineer is at their station and not
incapacitated, they can attempt the saving
throw again at the end of each of their turns,
ending the effect on a success.
LEVEL 2

Delay
transmutation
1 action
60 ft.
V, S, M
Instantaneous
LEVEL 2

Delay
transmutation
1 action
60 ft.
V, S, M
Instantaneous

You briefly slow time for a creature of your


choice that you can see within range. The
target must succeed on a Wisdom saving
throw or be moved to last place in the ini-
tiative order from the beginning of the next
round onwards.

Material Components: An octagonal sign


LEVEL 9

Destruct
evocation (mega)
1 action
1,000 ft.
V, S
Instantaneous
LEVEL 9

Destruct
evocation (mega)
1 action
1,000 ft.
V, S
Instantaneous

Bringing all your magical powers to bear,


you conjure a wave of destructive energy
and unleash it at a ship. Make a spell attack
roll against a ship you can see within range.
On a hit, the ship takes 10d20 + 40 mega
force damage.
LEVEL 6

Dire Mutation
transmutation
1 action
10 ft.
V, S, M
10 minutes
LEVEL 6

Dire Mutation
transmutation
1 action
10 ft.
V, S, M
10 minutes

You scramble the genetics of a Large or smaller beast (or a


summoned creature that has the shape of a beast) within range,
transforming it into a hulking abomination. An unwilling beast must
succeed on a Constitution saving throw to resist this spell. This
spell has no effect on shapechangers or other creatures which are
transformed by a spell or other magical effect. On a failed save,
the beast becomes a monstrosity and its statistics change in the
following ways:
• The target’s current and maximum hit points increase by 40.
• The target’s Armor Class increases by 2.
• The target’s size doubles in all dimensions, and its weight is mul-
tiplied by eight. This growth increases its size by one category.
• The target gains the Multiattack trait, allowing it to make two
melee weapon attacks. If the target already has this trait, it can
attack one additional time on its turn.
• The target’s attacks can use your spell attack bonus to hit, if it
would be higher than their normal attack bonus.
• The target is hostile to you and your companions, unless it is a
creature summoned by you.
The spell ends and the target reverts to its normal form if it drops
to 0 hit points. When the spell ends, the creature’s statistics return
to normal and its hit points return to the number it had before
being transformed.

Material Components: A sample of radium


2
Disruption
LEVEL
1 action

Field
abjuration (mega)
5,000 ft.
V, S, M
C 1 min.
2
Disruption
LEVEL
1 action

Field
abjuration (mega)
5,000 ft.
V, S, M
C 1 min.

You disrupt the flow of energy around one


ship you can see within range. The target’s
engineer must make a Wisdom saving throw.
If there is no creature in that role, the save
automatically fails. On a failed save, the tar-
get’s shield generator is disabled for the du-
ration. If there is a creature in the Engineer
role that isn’t incapacitated, it can attempt
the saving throw again at the end of each
of their turns, ending the effect on a success.

Material Components: A crystal tuning fork


LEVEL 0

Eye of Anubis
necromancy
1 action
60 ft.
M
Instantaneous
LEVEL 0

Eye of Anubis
necromancy
1 action
60 ft.
M
Instantaneous

A beam of tenebrous moonlight streaks from


your left eye toward a creature within range.
Make a ranged spell attack against the tar-
get. On a hit, the target takes 1d8 necrotic
damage and can’t take the Disengage action
until the end of your next turn.
This spell creates an additional beam and
deals more damage at higher levels. At 5th
level, you fire a second beam originating
from your right eye. Your first beam’s dam-
age increases by 1d8 (2d8) when you reach
11th level, and your second beam’s damage
increases by 1d8 (2d8) when you reach 17th
level.

Material Components: A holy symbol


LEVEL 0

Eye of Ra
evocation
1 action
60 ft.
M
Instantaneous
LEVEL 0

Eye of Ra
evocation
1 action
60 ft.
M
Instantaneous

A beam of furious radiance erupts from your


right eye, directed at a creature you can see
within range. Make a ranged spell attack
against the target. On a hit, the target takes
1d8 radiant damage and can’t take the Hide
action until the end of your next turn.
This spell creates an additional beam and
deals more damage at higher levels. At 5th
level, you fire a second beam originating
from your left eye. Your first beam’s dam-
age increases by 1d8 (2d8) when you reach
11th level, and your second beam’s damage
increases by 1d8 (2d8) when you reach 17th
level.

Material Components: A holy symbol


LEVEL 0

Finger Guns
evocation
1 bonus action
Self
V, S
1 min.
LEVEL 0

Finger Guns
evocation
1 bonus action
Self
V, S
1 min.

You extend your forefinger and thumb, a


dangerous gesture mimicking a gun. For the
duration, you can use your action to make
a spell attack roll against one creature you
can see within 60 feet, dealing 1d8 force
damage on a hit.
Your finger gun is considered to be a
blaster (but not magical technology) for
spells and effects which influence blasters.
The spell’s damage increases by 1d8
when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
LEVEL 1
Flawed 1 action

Reconstruction
transmutation
Touch
V, S, M
Instantaneous
LEVEL 1
Flawed 1 action

Reconstruction
transmutation
Touch
V, S, M
Instantaneous

You stitch together the wounds of a willing


creature you touch, which regains 4d6 hit
points. However, the mending is imperfect,
and the target’s maximum hit points is de-
creased by the same amount until it finishes
a long rest. A creature that regains hit points
due to this spell will be left with some per-
manent scars.

At Higher Levels. When you cast this spell us-


ing a spell slot of 2nd level or higher, the heal-
ing and maximum hit point reduction increases
by 1d6 for each slot level above 1st.
Material Components: A needle and thread
2
Geodesic
LEVEL
1 action

Shield
conjuration
Touch
V, S
C 10 min.
2
Geodesic
LEVEL
1 action

Shield
conjuration
Touch
V, S
C 10 min.

Translucent, triangular plates of force assem-


ble to form a 15-foot radius spherical dome
around you, centered on a point you touch.
The dome contains clean, breathable air,
and airborne substances, such as poisonous
gas, smoke, or fog can’t penetrate within
it. The dome insulates those inside it from
extreme temperatures, regardless of the
outside environment. Creatures can walk
freely into or out of the dome, but the dome
blocks ranged attacks, spells, and other
effects.
The dome has AC 10 and 20 HP. The
spell ends when the dome is reduced to 0
HP.

At Higher Levels. When you cast this spell us-


ing a spell slot of 3rd level or higher, the dome’s
AC increases by 1 and its HP increases by 10 for
each slot level above 2nd.
LEVEL 3
Greater 1 action

Mending
transmutation (ritual)
120 ft.
V, S, M
Instantaneous
LEVEL 3
Greater 1 action

Mending
transmutation (ritual)
120 ft.
V, S, M
Instantaneous

This spell repairs breaks, tears, and other


damage in an object you can see within
range, such as a smashed control panel,
ripped radiation plating, a corrupted key-
card, or a jammed turbine. As long as the
damaged object is no larger than 10 feet
in any dimension, you mend it, leaving no
trace of the former damage and restoring
it to full working order. Note that this spell
can’t restore lost hit points to a damaged
ship.
This spell can repair a magic item or
construct as long as the object’s magic was
present at the time it was broken. The spell
does not, however, restore lost charges.

Material Components: Two lodestones


LEVEL 3

Hack System
transmutation (mega)
1 action
10,000 ft.
V, S, M
C 1 min.
LEVEL 3

Hack System
transmutation (mega)
1 action
10,000 ft.
V, S, M
C 1 min.

Choose a spaceship you can see within


range. The target’s engineer must make a
Wisdom saving throw. If there is no creature
in that role, the save automatically fails. On
a failed save, choose two of the target’s sys-
tems: those systems are disabled for the du-
ration. If there is a creature in the Engineer
role that isn’t incapacitated, it can attempt
the saving throw again at the end of each
of their turns, ending the effect on a success.

At Higher Levels. When you cast this spell


using a spell slot of 4th level or higher, you can
affect one additional system for each slot level
above 3rd.
Material Components: A crystal lockpick worth
at least 25 gp
LEVEL 2

Halo of Flame
evocation
1 action
Self (10-ft. rad.)
V, S
Instantaneous
LEVEL 2

Halo of Flame
evocation
1 action
Self (10-ft. rad.)
V, S
Instantaneous

A ring of flame ignites above your head, and


then springs outward, coming to rest in a
burning circle. The circle is composed of a
5-foot wide line of flame, curving to form a
10-foot radius ring around you. Each crea-
ture you choose within the area must make
a Dexterity saving throw. On a failed save,
a creature takes 4d6 fire damage, or half as
much on a successful save.

At Higher Levels. When you cast this spell


using a spell slot of 3rd level or higher, the
damage increases by 1d6 for each slot level
above 2nd.
LEVEL 1
Hardlight 1 action

Blaster
conjuration
10 ft.
V, S, M
Instantaneous
LEVEL 1
Hardlight 1 action

Blaster
conjuration
10 ft.
V, S, M
Instantaneous

You wave your hand and conjure a sophis-


ticated arcane weapon, constructed of
brilliant compressed light, which hovers in
the air in an unoccupied space within 10 feet
of you. The weapon fires a crackling beam
of energy at a target you choose within 60
feet of it, making a ranged spell attack using
your spell attack bonus. The weapon is the
point of origin for this attack; therefore, the
attack can target a creature that isn’t within
your line of sight, as long as it is within the
weapon’s line of sight. On a hit, the target
takes 3d6 force damage. After this attack,
this weapon dissipates.

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
3
Hardlight
LEVEL
1 action

Construction
conjuration
30 ft.
V, S, M
10 minutes
3
Hardlight
LEVEL
1 action

Construction
conjuration
30 ft.
V, S, M
10 minutes

You compress waves of light into a solid, shim-


mering structure composed of hardlight within
range. You can create a Huge or smaller object
(contained within a 15-foot cube, or 27 connected
5-foot cubes) which persists for the duration. For
example, you can build a bridge crossing a chasm,
a tower to see over a treeline, or a patch for the
hull of a starship. This object can’t have moving
parts or directly harm anyone. No matter what
object you build, it has AC 10 and HP equal to 30
+ your spellcasting modifier. The object collapses
into nothingness and the spell ends if it drops to
0 hit points.

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
5
Hardlight
LEVEL
1 action

Frame
conjuration
Self
V, S, M
C 10 min.
5
Hardlight
LEVEL
1 action

Frame
conjuration
Self
V, S, M
C 10 min.

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.

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
LEVEL 3
Hardlight 1 action

Gauntlet
evocation
Touch
V, S, M
Instantaneous
LEVEL 3
Hardlight 1 action

Gauntlet
evocation
Touch
V, S, M
Instantaneous

You conjure a scintillating gauntlet com-


posed of compressed energy and unleash a
barrage of strikes. Make three melee spell
attacks against a single target. On the first
hit, the target takes 1d12 force damage, on
the second hit, it takes 2d12 force damage,
and on the third hit, it takes 3d12 force
damage.

At Higher Levels. When you cast this spell


using a spell slot of 5th level or higher, you can
make 1 additional attack; the fourth hit deals
4d12 force damage. If you cast this spell using
a spell slot of 7th level or higher, you make 2
additional attacks; the 5th hit deals 5d12 force
damage.
Material Components: An emerald ring worth
30 gp
2
Hardlight
LEVEL
1 action

Nails
conjuration
60 ft.
V, S, M
C 10 min.
2
Hardlight
LEVEL
1 action

Nails
conjuration
60 ft.
V, S, M
C 10 min.

Thousands of bright, minuscule spikes of


compressed light form in a 10-foot square
on a surface you choose within range. This
area becomes difficult terrain for the dura-
tion. When a creature moves within the area,
it takes 2d6 force damage for every 5 feet it
travels.
As a reaction when a creature moves in
front of the area of spikes, you can cause
them to explode outward, peppering the
target with spikes and ending the spell. Each
creature within 30 feet of the spikes must
make a Dexterity saving throw, taking 4d6
force damage, or half as much on a success-
ful save.

Material Components: An emerald ring worth


30 gp
LEVEL 0
Hardlight 1 action

Needle
conjuration
60 ft.
V, S, M
Instantaneous
LEVEL 0
Hardlight 1 action

Needle
conjuration
60 ft.
V, S, M
Instantaneous

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).

Material Components: An emerald ring worth


30 gp
LEVEL 3

Hold Ship
enchantment (mega)
1 action
5,000 ft.
V, S, M
C 1 min.
LEVEL 3

Hold Ship
enchantment (mega)
1 action
5,000 ft.
V, S, M
C 1 min.

Choose a spaceship you can see within


range. The target’s engineer must make a
Wisdom saving throw. If there is no creature
in that role, the save automatically fails. On a
failed save, the target’s speed and maneu-
verability are reduced to 0 for the duration,
and any weapons mounted on it can’t be
fired. If the target’s engineer is at their sta-
tion and not incapacitated, they can attempt
the saving throw again at the end of each
of their turns, ending the effect on a success.

Material Components: A small, straight piece


of iron
4
Intensify
LEVEL
1 action

Gravity
transmutation
100 ft.
V, S, M
C 1 min.
4
Intensify
LEVEL
1 action

Gravity
transmutation
100 ft.
V, S, M
C 1 min.

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.

Material Components: A lodestone and iron


filings
LEVEL 4

Logic Bomb
enchantment
1 action
30 ft.
V, S, M
C 1 min.
LEVEL 4

Logic Bomb
enchantment
1 action
30 ft.
V, S, M
C 1 min.

Circuits of arcane energy reach out from your finger-


tips and embed themselves in nearby technology,
afflicting everything they touch with a magical virus.
Unattended magical technology you choose within
range is disabled for the duration. Each creature you
choose that is wearing or carrying magical technology
(or has embedded or integrated technology on their
person) must succeed an Intelligence (Technology)
check against your spell save DC at the beginning of
each of its turns or be unable to use this technology.
On a successful save, the spell ends for this target.
Each construct you choose within range must
make a Wisdom saving throw. Living constructs, such
as vect, make this saving throw with advantage. On
a failed save, a construct can’t move and is incapaci-
tated, even if it would otherwise be immune to being
incapacitated, for the duration. At the beginning of
each of its turns, an affected construct can repeat this
saving throw, ending the effect on itself on a success.

Material Components: A functioning construct


core
LEVEL 0

Magic Mic
transmutation
1 action
Self
V, S
1 min.
LEVEL 0

Magic Mic
transmutation
1 action
Self
V, S
1 min.

You conjure into existence a spectral microphone,


which can hover in front of you or be held in one
hand. Speaking through the microphone amplifies
your voice to a booming level and allows you to
distort your voice. This distortion can change your
voice’s pitch, cause an echo, make it sound metallic,
add a layer of static noise, or any other simple audio
effect. It can’t be used to completely duplicate anoth-
er person’s voice. You can change the mic’s volume
and change the nature of the distortion on your turn
(no action required). Your voice also projects through
radio waves allowing you to be heard on comm sets
and communication systems within 10 miles.
You can use your action to shout into the mic.
When you do so, each creature you choose within 10
feet of you must make a Constitution saving throw or
take 1d4 thunder damage.
The spell’s damage increases when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
LEVEL 3

Mega Image
illusion (mega)
1 action
10,000 ft.
V, S, M
C 1 min.
LEVEL 3

Mega Image
illusion (mega)
1 action
10,000 ft.
V, S, M
C 1 min.

You create the image of an object, a creature, or some other


visible phenomenon that is no larger than a 1,000-foot cube.
The image appears at a spot that you can see within range
and lasts for the duration. It seems completely real, including
sounds, smells, temperatures, and cosmic signals appropri-
ate to the thing being depicted. You can’t, however, create
sufficient heat or cold to cause damage, a sound loud enough
to deal thunder damage or deafen a creature, or a smell that
might sicken a creature.
As long as you are within range of the illusion, you can use
your action to cause the image to move to any other spot
within range. As the image changes location, you can alter
its appearance so that its movements appear natural for the
image. Similarly, you can cause the image to make different
sounds at different times.
Physical interaction with the image reveals it to be an
illusion, because objects pass through it. The image does,
however, fool sensor systems. A creature that uses its action
to examine the image can determine that it is an illusion with
a successful Intelligence (Investigation) check against your
spell save DC. If a creature discerns the illusion for what it is,
the creature can see through it and the image’s other sensory
qualities become faint for that creature.

Material Components: A sheep skin


LEVEL 1

Memorize
enchantment (ritual)
1 action
Touch
V, S, M
Instantaneous
LEVEL 1

Memorize
enchantment (ritual)
1 action
Touch
V, S, M
Instantaneous

While casting this spell, your eyes pass over


the words on the page, which are commit-
ted to your memory. For the next year, you
exactly remember the details of all informa-
tion on this page. After that time, you have
advantage on all Intelligence checks you
make to recall this information.

Material Components: A page of written text


and a length of silver string worth 10 gp, tied in
a knot, which the spell consumes
LEVEL 3
Meteoroid 1 action

Shower
evocation (mega)
10,000 ft.
V, S, M
Instantaneous
LEVEL 3
Meteoroid 1 action

Shower
evocation (mega)
10,000 ft.
V, S, M
Instantaneous

You create a barrage of asteroids at a point


you choose within range. Mega creatures
and the pilots of any ships in a 1,000-foot
radius centered on that point must make a
Dexterity saving throw. If there is no crea-
ture in that role, the save automatically
fails. A target takes 8d6 mega bludgeoning
damage on a failed save, or half as much
damage on a successful one.

At Higher Levels. When you cast this spell


using a spell slot of 4th level or higher, the
damage increases by 1d6 mega points for each
slot level above 3rd.
Material Components: A lump of rock
LEVEL 9
Orbital Hardlight 1 action

Cannon 500 ft.


V, S, M
conjuration
C 3 rounds
LEVEL 9
Orbital Hardlight 1 action

Cannon 500 ft.


V, S, M
conjuration
C 3 rounds

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
LEVEL 9

Paradox
transmutation
1 action
60 ft.
V, S
Instantaneous
LEVEL 9

Paradox
transmutation
1 action
60 ft.
V, S
Instantaneous

By twisting the flow of time into knots, you


cause one action of your choice taken within
range within the last round to be undone.
Reality then reasserts itself, recoiling from
the damage caused by removing an event
from time. The direct effects of that action,
such as damage dealt by an attack or spell,
are undone, but the indirect effects, such
as creatures choosing to move to different
locations, are not. The creature that took
the action takes 10d8 psychic damage, as it
copes with its history being modified.
2
Perception
LEVEL
1 action

Hack
illusion
15 ft.
V, S, M
C 1 hour
2
Perception
LEVEL
1 action

Hack
illusion
15 ft.
V, S, M
C 1 hour

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


LEVEL 2
Perforating 1 bonus action

Smite
evocation
Self
V
C 1 min.
LEVEL 2
Perforating 1 bonus action

Smite
evocation
Self
V
C 1 min.

The next time you make an attack with a


blaster before this spell ends, the shot is
charged with an incredible amount of power.
Instead of making an attack roll against a
single target, the shot becomes a 5-foot
wide line that extends from you out to
the weapon’s normal range. Each creature
in that line must make a Dexterity saving
throw. A creature takes the weapon’s normal
damage on a failed save, or half as much
damage on a successful one.
LEVEL 3

Polybrachia
conjuration
1 action
Touch
V, S, M
C 10 min.
LEVEL 3

Polybrachia
conjuration
1 action
Touch
V, S, M
C 10 min.

Two muscular arms consisting of brilliant


arcane energy appear on a creature that you
touch. These arms are fully functional and
can be used to hold weapons and shields
(allowing the target to hold 2 two-hand-
ed weapons, or 4 one-handed weapons),
perform somatic components of spells, and
perform other actions, though the arms
themselves don’t grant the target additional
actions. For the duration, the target has ad-
vantage on Strength (Athletics) checks made
using the additional arms. Also, if the arms
are used to carry weapons, the target can
use a bonus action to make an additional
melee weapon attack using the arms.

Material Components: A pair of armbands


LEVEL 1

Psychedelics
illusion
1 action
Self (60-ft. rad)
V, S, M
1 hour
LEVEL 1

Psychedelics
illusion
1 action
Self (60-ft. rad)
V, S, M
1 hour

For a moment, the colors around you shift


in a rainbow swirl, before coming to rest
far from their original hues. The colors of
all creatures and objects you choose within
range change randomly and remain brightly
and unnaturally colored for the duration. Ad-
ditionally, each affected creature you choose
must make a Dexterity saving throw. On a
failed save, a creature has disadvantage on
attack rolls until the end of its next turn.

Material Components: A mushroom


LEVEL 2

Repulsor Ring
abjuration
1 action
5 ft.
V, S, M
C 1 min.
LEVEL 2

Repulsor Ring
abjuration
1 action
5 ft.
V, S, M
C 1 min.

You outline a 5-foot diameter circle on the


ground, which is warded against intruders.
Only creatures you choose can step with-
in the circle. Any ranged attack roll made
against a target within the circle has disad-
vantage. If a hostile creature makes a melee
attack against a target within the circle, the
attacker is pushed back 10 feet immediately
after the attack.

Material Components: A piece of chalk


LEVEL 2

Rift
transmutation (mega)
1 action
10,000 ft.
V, S, M
C 10 min.
LEVEL 2

Rift
transmutation (mega)
1 action
10,000 ft.
V, S, M
C 10 min.

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 diamond
dust
1
Scramble
LEVEL
1 action

Targeting
enchantment (mega)
5,000 ft.
V, S, M
C 1 min.
1
Scramble
LEVEL
1 action

Targeting
enchantment (mega)
5,000 ft.
V, S, M
C 1 min.

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 frosted glass


LEVEL 5

Simulation
divination
10 minutes
Self
V, S, M
Instantaneous
LEVEL 5

Simulation
divination
10 minutes
Self
V, S, M
Instantaneous

You create a comprehensive digital simula-


tion of the next day’s events, granting you
insight into a probable future. The GM offers
a summary of the likely events of the next
24 hours. Because you set the simulation’s
parameters based on information you know,
the summary doesn’t account for unknown
information (such as an ambush awaiting
you, or a traitor in your midst) or unlikely
events (such as the gain or loss of a compan-
ion).

Material Components: A ship’s computer or


an arcane terminal
LEVEL 7

Splice
transmutation
1 action
60 ft.
V, S, M
1 hour
LEVEL 7

Splice
transmutation
1 action
60 ft.
V, S, M
1 hour

With a pinprick beam of arcana, you steal a sample


of genetic information from a target creature you can
see within range and bestow that information upon
a recipient creature you touch. The donor creature
need not be alive or even whole, as long as you
target part of a creature that has died within the last
10 days.
The recipient creature gains any of the following
traits from the target creature that you choose: the
target’s movement speed and types of movement, all
of the target’s damage resistances, the target’s spe-
cial senses, or one of the target’s special traits, such
as a ghast’s Stench trait. If selected, the GM decides
which special trait, if any, the recipient gains from the
target creature. The recipient doesn’t gain any traits
from the creature that do not result from its race or
monster statistics.
The recipient’s appearance changes to resem-
ble a hybrid of the target creature and itself. These
changes, as well as the traits gained by the recipient
creature, last for the duration.

Material Components: A special glass syringe,


worth 1,000 gp
LEVEL 1
Technical 1 bonus action

Difficulties
transmutation
60 ft.
V, S, M
1 min.
LEVEL 1
Technical 1 bonus action

Difficulties
transmutation
60 ft.
V, S, M
1 min.

This spell causes lights to flicker, blasters to


malfunction, and arcane terminals to crash.
Choose a piece of magical technology
within range. The device malfunctions in
unpredictable ways, such that it is unusable
for the duration.

Material Components: A bit of frayed wire


LEVEL 0

Technomancy
transmutation
1 action
60 ft.
S
Instantaneous
LEVEL 0

Technomancy
transmutation
1 action
60 ft.
S
Instantaneous

With a complex input gesture, you can


manipulate a technological device you can
see within range. You can use this ability to
perform any basic operation on the device,
including, but not limited to, pressing an
external button, entering a dozen key-
strokes of data, performing an authorized
operation (such as opening an unlocked
door), dimming or brightening a screen, or
muting a device that has a speaker. You can’t
disconnect or reconnect wires, or perform
an unauthorized operation, such as crashing
a device or changing its password without
knowing the original.
4
Telaros’s
LEVEL
1 minute

Speedcycle
conjuration
30 ft.
V, S
1 hour
4
Telaros’s
LEVEL
1 minute

Speedcycle
conjuration
30 ft.
V, S
1 hour

A Large vehicle with two wheels and holographic circuits


appears on the ground in an unoccupied space of your
choice within range. The cycle has AC 10 and 10 hit
points. It roars to life when its controls are grasped. For
the duration, you or a creature you choose can operate
the cycle, and one creature can ride as a passenger. The
cycle has a speed of 100 feet and can travel 10 miles in
an hour.
Wherever the cycle moves, it leaves behind a brightly
chromatic, translucent wall of force behind it. The wall is
10 feet high and nothing can physically pass through it. It
is immune to all damage, but a 20-foot long portion of it
can be destroyed by a dispel magic or disintegrate spell.
Portions of the wall that the rider creates by moving the
cycle vanish at the end of the rider’s next turn.
The spell ends if you use an action to dismiss it, if the
cycle drops to 0 hit points or more points, or if the cycle
collides with its walls or another substantial obstacle. The
walls of force vanish when the spell ends. If the spell ends
as a result of taking damage or a collision, the rider and
passenger both fall prone.
LEVEL 6
Telaros’s Terrific 10 minutes

Transport Touch
V, S, M
conjuration
1 hour
LEVEL 6
Telaros’s Terrific 10 minutes

Transport Touch
V, S, M
conjuration
1 hour

A Huge shuttle with glowing, holographic circuits on


its surface appears in front of you. The shuttle has
room for 9 Medium creatures (a pilot and eight pas-
sengers) and can carry up to 2,000 pounds of cargo.
The shuttle is enclosed and contains clean, breath-
able air. It can fly at a speed of 100 feet per round, or
up to 1,500 feet per round in a vacuum. The shuttle
can carry its passengers into space by flying vertically
for 5 minutes on most planets and can enter a plan-
et’s atmosphere by descending for the same amount
of time. The shuttle has life support and sensors, and
is designed to dock with larger ships in the same way
a fighter-sized ship can.
The shuttle has AC 10 and 8 mega hit points. The
spell ends if the shuttle drops to 0 hit points. When
the spell ends, the shuttle gently descends to the
ground (if there is a substantial planetoid nearby),
giving the passengers time to exit.

Material Components: A starship’s launch


button
LEVEL 1

Turbulence
evocation (mega)
1 action
10,000 ft.
V, S
C 1 min.
LEVEL 1

Turbulence
evocation (mega)
1 action
10,000 ft.
V, S
C 1 min.

Choose a spaceship you can see with-


in range. The target’s pilot must make a
Dexterity saving throw. On a failed save,
the ship’s speed is halved for the duration.
If there is a creature in the Pilot role that
isn’t incapacitated, it can attempt the saving
throw again at the end of each of their turns,
ending the effect on a success.
LEVEL 0

Voidlight
conjuration
1 action
120 ft.
V, S
Instantaneous
LEVEL 0

Voidlight
conjuration
1 action
120 ft.
V, S
Instantaneous

For the briefest possible instant, you open


a portal into the Void, revealing the hideous
lights beyond. Choose one creature you can
see to make a Constitution saving throw.
The target has advantage on this roll if it
can’t see you. On a failed save, the target
takes 1d8 radiant damage. If you roll an 8 on
any damage die, you can roll an additional
d8 and add its damage to the total, rolling
again if this die is also an 8, and so on. You
can roll a total number of damage dice for
this cantrip equal to twice the number of
damage dice you initially rolled.
This spell’s damage increases by 1d8
when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
LEVEL 3

Voidwind
evocation
1 action
30 ft.
V, S
Instantaneous
LEVEL 3

Voidwind
evocation
1 action
30 ft.
V, S
Instantaneous

A sudden stream of radiation erupts in a line 60


feet long and 10 feet wide. The blast originates
from a point you choose which you can see within
range and is aimed in a direction you choose.
Each creature within the line must make a Dexter-
ity saving throw. On a failed save, a creature takes
4d8 radiant damage, or half as much on a suc-
cessful save. If you roll an 8 on any damage die,
you can roll an additional d8 and add its damage
to the total, rolling again if this die is also an 8,
and so on. You can roll a total number of damage
dice for this spell equal to twice the number of
damage dice you initially rolled. Additionally, a
creature that failed its saving throw is pushed back
by 5 feet for each die which rolled an 8.

At Higher Levels. When you cast this spell


using a spell slot of 4th level or higher, the initial
damage increases by 1d8 for each slot level
above 3rd.
LEVEL 8

White Dwarf
conjuration
1 action
1 mile
V, S, M
1 hour
LEVEL 8

White Dwarf
conjuration
1 action
1 mile
V, S, M
1 hour

A brilliant 20-foot radius artificial star, complete with its own


solar heat and gravitational pull, appears at an unoccupied
location you choose within range. When you cast this spell,
you can choose any number of creatures to be unaffected by
the star while they are further than 30 feet from it.
Any creature that comes within 120 feet of the star for
the first time on a turn or starts its turn there, must make a
Constitution saving throw. A creature within 30 feet of the star
automatically fails this save. On a failed save, a creature takes
4d12 radiant damage, or half as much on a successful save.
If a creature comes within 30 feet of the star for the first
time on a turn or starts its turn there, it must make a Strength
saving throw or be pulled 10 feet closer to the star by its grav-
itational field. Medium or smaller objects weighing less than
2,000 pounds in this area that aren’t being worn or carried are
pulled into the star. If a creature or object touches the star,
it takes 8d12 fire damage plus 8d12 radiant damage and is
blinded until the end of its next turn.
The star sheds bright light in a 1-mile radius sphere and
dim light for an additional mile. If any of this star’s bright light
overlaps with an area of darkness created by a spell of 8th
level or lower, the spell that created the darkness is dispelled.

Material Components: A pair of spectacles


made from darkened glass
LEVEL 1

Worldseek
divination (ritual)
1 action
Self
V, S, M
C 1 hour
LEVEL 1

Worldseek
divination (ritual)
1 action
Self
V, S, M
C 1 hour

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


2
Zone of
LEVEL
1 action

Atmosphere
conjuration
60 ft.
V, S, M
1 hour
2
Zone of
LEVEL
1 action

Atmosphere
conjuration
60 ft.
V, S, M
1 hour

You create a spherical area of clean, breath-


able air centered on a point within range
for the duration. The sphere can have any
radius you choose to a maximum of 30 feet.
If the point you choose is on an object you
are holding or one that isn’t being worn or
carried, the sphere is centered on the object
and moves with it.
Airborne substances such as poisonous
gas, smoke, or fog can’t enter the sphere,
and any such substances already within the
sphere’s area are destroyed. If such a sub-
stance is created by a spell of a higher level
than this one, it is unaffected.
The area’s temperature is comfortable,
regardless of the outside environment.

Material Components: A glass fish bowl worth


10 gp
DEad Magic Zone
hazard
DEad Magic Zone
hazard

Where the edges of space wear thin, the fabric of


magic has torn, leaving immense Dead Magic Zones
in space where no arcana can exist. These regions
behave much like antimagic zones and influence
magical technology in the same way as magic items.
Additionally, constructs within the zones are para-
lyzed, even if they would otherwise be immune to this
condition.
Vect, as living constructs, are not fully disabled
within a Dead Magic Zone, but develop stutters
in their voices and movement, and gain a level of
exhaustion which can’t be removed while they remain
in the zone.
Ships can no longer move, and all their systems
and weapons are fully disabled. Thankfully, even
void crystals fall inert, or the resulting shutdown of
the ship’s Dark Matter engine would be catastrophic.
Gnomish technology, which is built on scientific prin-
ciples, can operate normally in Dead Magic Zones.
Extreme Temperature
hazard
Extreme Temperature
hazard

Few places in the galaxy are a comfortable temperature


for organic life. The Black is an endless icy nothingness,
whereas stars are universally scorching hellscapes; the
friendly bands between these extremes, where organic
life can comfortably exist, are few and far-between. Very
hot and very cold terrestrial temperatures generally call
for creatures to make Constitution saving throws (the DC
varying based upon the temperature) to avoid exhaus-
tion and other hazards, such as frostbite and sunburns.
However, extreme temperatures, such as those found in
space, are immediately life threatening.
At the beginning of its turn, an unprotected creature
exposed to extreme cold or extreme heat takes 1d6 cold
or fire damage, respectively. If still exposed at the be-
ginning of its next turn, the creature takes 2d6 damage,
and 3d6 damage at the beginning of the turn following
that, and so on, up to a maximum of 10d6. Even more
extreme temperatures will begin damage with a higher
number of damage dice, at the GM’s discretion.
N-Virus
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.
Radiation
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.
Roach Addiction
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.
Vacuum
hazard
Vacuum
hazard

The vacuum of space is the apex of haz-


ards; its extreme temperature and complete
absence of air are universally lethal. No crea-
ture can hold its breath in a vacuum. Upon
entering a vacuum without a breathing ap-
paratus, a creature can survive a number of
rounds equal to 1 + its Constitution modifier
(minimum 2 rounds). At the start of its next
turn, it drops to 0 hit points and is dying.
A creature with a breathing apparatus
might still be subject to Extreme Tem-
perature if it doesn’t have other protective
equipment.
Casting a spell with a verbal component
is impossible in a vacuum.
Zero Gravity
hazard
Zero Gravity
hazard

Whenever a ship loses its life support system


while in the Black or someone decides to
go on a spacewalk, they experience zero
gravity. In zero gravity environments, crea-
tures and objects hang in the air until they
are moved. A creature in zero gravity can
move only by pushing or pulling against a
fixed object or surface within reach (such as
a wall or a ceiling), which allows it to move
as if it were climbing. Its speed is otherwise
reduced to zero. Once a creature or ob-
ject is set into motion, it can’t stop moving
until it collides with an obstacle. A creature
automatically continues its movement at the
same speed at the beginning of its turn, and
an object set in motion moves with the same
speed each round after it was moved.
Low Gravity
hazard
Low Gravity
hazard

Planetoids, asteroids, and moons with any


sort of gravity will have low gravity, which
only tenuously draws objects to the surface
after allowing them to linger in the air for
some time.
In low gravity, the weight of all creatures
and objects is halved. A creature in low grav-
ity can jump twice the normal height and
distance. Additionally, a creature takes half
damage from falling in low gravity.
High Gravity
hazard
High Gravity
hazard

High gravity conditions are common in the ‘verse,


as it is the default environment for large and dense
planets, though it also occurs whenever a ship strays
too close to a massive object, such as a star or a
black hole.
Each creature in an area of high gravity area must
spend two feet of movement for every foot moved,
including flying, jumping, and climbing movement.
This can be combined with difficult terrain, so that
each foot of movement costs three feet. If a prone
creature wishes to stand up, it must succeed a DC 12
Strength check. On a failure, it can’t move at all on
its turn.
Objects in the area, including those being worn or
carried, weigh double their usual weight, which there-
fore may cause creatures to become encumbered or
cause load-bearing spells like levitate to fail. Crea-
tures and objects take double damage from falling.
Extreme Gravity
hazard
Extreme Gravity
hazard

While high gravity can be tolerated for some


time, extreme gravity is outright lethal.
Extreme gravity carries all the penalties
of high gravity, but a creature makes all
Strength and Dexterity ability checks and
saving throws with disadvantage. Addition-
ally, at the beginning of its turn, a creature in
extreme gravity takes bludgeoning damage
based on its size: a Small creature takes 1d4
bludgeoning damage, a Medium creature
takes 1d6 bludgeoning damage, a Large
creature takes 1d8 bludgeoning damage,
a Huge creature takes 1d10 bludgeoning
damage, and a Gargantuan creature takes
1d12 bludgeoning damage.
12 armor class

Thwirrel
Tiny beast, unaligned
2 (1d4) hit points
30 ft. speed
0 (10 XP) challenge

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)
12 armor class

Thwirrel
Tiny beast, unaligned
2 (1d4) hit points
30 ft. speed
0 (10 XP) challenge

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.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)
Wizmo
13 armor class
5 (2d4) hit points
Tiny construct, 20 ft., climb 10 ft. speed
chaotic neutral 0 (10 XP) challenge

STR DEX CON INT WIS CHA


7 (−2) 16 (+3) 10 (+0) 7 (−2) 9 (−1) 17 (+3)
Wizmo
13 armor class
5 (2d4) hit points
Tiny construct, 20 ft., climb 10 ft. speed
chaotic neutral 0 (10 XP) challenge

Skills Sleight of Hand +5


Damage Immunities poison
Condition Immunities blinded, deafened, ex-
haustion, paralyzed, petrified, poisoned
Senses blindsight 10 ft., passive Perception 9
Languages understands Common but can’t speak
Scram. Opportunity attacks against the wizmo
have disadvantage.

ACTIONS
Hijinks. The wizmo pulls a prank on one crea-
ture it can see within 5 feet, which must make
a DC 13 Wisdom saving throw. On a failed
save, the creature has disadvantage on the next
attack roll or ability check it makes before the
end of its turn.

STR DEX CON INT WIS CHA


7 (−2) 16 (+3) 10 (+0) 7 (−2) 9 (−1) 17 (+3)
Software 12 armor class
1 (1d4 − 1) hit points

bug 10 ft., fly 30 ft.


Tiny monstrosity, unaligned
speed
0 (10 XP) challenge

STR DEX CON INT WIS CHA


3 (−4) 15 (+2) 8 (−1) 1 (−5) 12 (+1) 2 (−4)
Software 12 armor class
1 (1d4 − 1) hit points

bug 10 ft., fly 30 ft.


Tiny monstrosity, unaligned
speed
0 (10 XP) challenge

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.

STR DEX CON INT WIS CHA


3 (−4) 15 (+2) 8 (−1) 1 (−5) 12 (+1) 2 (−4)
Psi-Worm
12 armor class
2 (1d4) hit points
Tiny monstrosity, 10 ft. speed
unaligned 0 (10 XP) challenge

STR DEX CON INT WIS CHA


3 (−4) 14 (+2) 10 (+0) 4 (−3) 12 (+1) 3 (−4)
Psi-Worm
12 armor class
2 (1d4) hit points
Tiny monstrosity, 10 ft. speed
unaligned 0 (10 XP) challenge

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.

STR DEX CON INT WIS CHA


3 (−4) 14 (+2) 10 (+0) 4 (−3) 12 (+1) 3 (−4)
Mechanical 13 armor class
3 (1d4 + 1) hit points

Spider 20 ft., climb 20 ft.


Small construct, unaligned
speed
0 (10 XP) challenge

STR DEX CON INT WIS CHA


6 (−2) 16 (+3) 12 (+1) 2 (−4) 5 (−3) 1 (−5)
Mechanical 13 armor class
3 (1d4 + 1) hit points

Spider 20 ft., climb 20 ft.


Small construct, unaligned
speed
0 (10 XP) challenge

Damage Immunities poison, psychic


Condition Immunities blinded, charmed,
deafened, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Death Burst. When a mechanical spider dies, it
explodes in a burst of fire. Each creature within
5 feet of it must make a DC 13 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save,
or half as much damage on a successful one.
Spider Climb. The mechanical spider can climb
difficult surfaces, including upside down on
ceilings, without needing to make an ability check.

ACTIONS
Carry. The spider can pick up and carry or
drop a single object weighing no more than 10
pounds.

STR DEX CON INT WIS CHA


6 (−2) 16 (+3) 12 (+1) 2 (−4) 5 (−3) 1 (−5)

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