Alter Center Mass
1st level • debuffAction |
30m
|
Concentration, up to 1 minute
|
Up to three creatures of your choice that you can see within range must make Constitution saving throws as you generate minor mass effect fields that alter their center mass. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creature for each slot level above 1st.
Annihilation Field
4th level • damage (necrotic)Action |
Self
(4m |
Concentration, up to 1 minute
| necrotic |
Spin a field of dark energy originating from you in a 4m radius sphere. The field moves with you and reduces your movement speed by half.
Each creature within the sphere must make a Constitution saving throw. A creature takes 12d6 necrotic damage on a failed save or half as much damage on a successful one. A creature must also make the saving throw when it enters the field's space for the first time on a turn or ends its turn there.
Any creature within the sphere is primed (necrotic). This condition ends immediately if the creature leaves the sphere.
At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the radius by 4m.
Backlash
2nd level • protectionReaction, which you take when you are hit by an attack |
Self
|
Concentration, up to 1 minute
|
Generate a frontal biotic aegis barrier with 15 hit points. If a creature you can see hits you with an attack while the aegis is active, including the triggering attack, split the damage equally between yourself and the aegis. If the attack is a ranged weapon attack from a non-heavy weapon, the portion of the damage that would be dealt to you is dealt to the attacking creature instead.
If the damage is an odd number, you may choose where the extra 1 damage is dealt.
If damage that would be dealt to the aegis is greater than its remaining hit points, deal any remaining damage to yourself.
When the aegis drops to 0 hit points the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the aegis's hit points increase by 10 for each slot level above the 2nd.
Barrier Detonation
Cantrip • controlBonus Action |
Self
(2m |
Instant
|
Expend all of your remaining barrier ticks to create a negative mass effect field in a 2m sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Dexterity saving throw or becomes lifted. If you expend at least 4 barrier ticks, Large targets must make the saving throw.
Increase the range of the sphere by 2m at 5th level (4m), 11th level (6m), and 17th level (8m).
Biotic Orbs
2nd level • damage (force) • buffAction |
40m
|
Concentration, up to 1 minute
|
Summon 3 biotic orbs that float around you, fueling your biotic energies. As an action, you may expend an orb and make a ranged spell attack on a creature within 40m. On a hit, deal force damage equal to 2d10 + your spellcasting ability modifier.
As an action, you may expend 3 orbs to cast a spell using your highest available spell slot. Casting a spell in this way does not consume the spell slot.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by 2 for each slot level above the 2nd.
Biotic Punch
Cantrip • damage (bludgeoning) • buffAction |
Touch
|
Instant
|
Increase the mass of your fist and strike at a target. Make a melee spell attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, gain 2 barrier ticks and reset the duration of your barrier to 1 minute.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)
Biotic Sphere
4th level • wardingAction |
Self
(6m |
Concentration, up to 1 minute
|
A shimmering barrier with 100 hit points extends out from you in a 6m sphere and moves with you, remaining centered on you and hedging out hostile creatures. If a hostile creature is within the sphere when you cast this spell, it is pushed outside of the sphere's radius.
Any attack against a creature or targeted at a location within the sphere automatically hits the barrier instead. The barrier automatically fails any saving throws.
The barrier dissipates when it has 0 hit points. If an attack would deal more damage than the remaining hit points of the barrier, it soaks all of the damage and then dissipates.
At Higher Levels: When you cast this spell using a spell slot of 5th level, the barrier's health increases by 50 hit points.
Biotic Wall
3rd level • controlAction |
20m
|
Concentration, up to 10 minutes
|
With an immense positive charge, create an invisible mass effect field that acts like a wall at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 4m, or you can shape a flat surface made up of ten 2m by 2m panels. Each panel must be contiguous with another panel. In any form, the wall is 1 cm thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage.
Catapult
1st level • damage (bludgeoning)Action |
20m
(30m |
Choose one object weighing 1 to 10 kilos (about 2 to 20 lbs.) within range that isn't being worn or carried. The object flies in a straight line up to 30m in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d10 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 kilos (10lbs), and the damage increases by 2d10, for each slot level above 1st.
Dark Channel
Cantrip • damage (necrotic)Action |
40m
|
Concentration, up to 1 minute
| necrotic |
Make a ranged spell attack on a creature you can see within range. On a hit, you plague the target with a persistent, damaging biotic field. The creature is primed (necrotic) and takes 1d6 necrotic damage and 1d6 necrotic damage at the start of your turn while you maintain the spell. If the creature dies, Dark Channel transfers to the nearest hostile creature within 10m of the target.
The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6) and 17th level (4d6).
Dark Sphere
3rd level • damage (necrotic)Action |
Self
(4m |
Concentration, up to 1 minute
| necrotic |
Launch a slow-moving, 4m wide sphere of dark energy in a straight line in front of you. It moves 4m this turn and at the end of each of your subsequent turns. Each creature caught in the sphere's path becomes primed (necrotic) until the end of its next turn and must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier, or half as much on a successful one.
At the start of your turn, if the sphere has traveled at least 20m, it detonates and the spell ends. Each creature within a 6m radius must make a Constitution saving throw. On a failed save a creature takes necrotic damage equal to 6d8 + your spellcasting ability modifier or half as much damage on a successful one. This damage detonates any primed targets.
You can use an action to detonate the sphere before it travels 20m. If you lose concentration while casting the spell, it does not detonate.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Dominate
3rd level • controlAction |
30m
|
Concentration, up to 1 minute
|
Target an organic creature within 30m. It must succeed on a Wisdom saving throw or it becomes Dominated (it is considered charmed and can't use spells or abilities). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
On its turn, the dominated creature attacks the closest creature hostile to the spell caster, making a ranged weapon attack or melee attack if it does not have a weapon. If there are no hostile creatures within range, the dominated creature uses its turn to dash towards the closest hostile creature.
Each time the dominated creature takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 5th-level spell slot, the duration is concentration, up to 1 hour.
Flare
4th level • damage (radiant)Action |
50m
|
Instant
|
Rapidly altering the mass of air particles creates radioactive projectiles that seek out the targets and explode. Choose up to 4 creatures that you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn and takes radiant damage equal to 6d12. On a successful save, a creature takes half damage, but suffers no other negative effect.
At Higher Levels: When you cast this spell using a spell slot of 5th level, increase the damage by 2d12.
Fly
2nd level • movementAction |
Self
|
Concentration, up to 10 minutes
|
Create a negative mass effect field around yourself allowing you to move freely through the air. During the duration of this spell, you gain a flying speed of 20m. When the spell ends if you are still aloft, you fall to the ground.
Lance
1st level • damage (force)Action |
50m
|
Instant
|
Release a lance of energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 3d8 + your biotic modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above the 1st.
Lash
2nd level • damage (force) • controlAction |
20m
|
Concentration, up to 1 minute
| force |
Make a ranged spell attack on a target you can see within range. On a hit, the target takes 4d8 force damage and becomes grappled. While grappled the creature is primed (force). To escape the grapple, the creature must succeed on a contested Strength (Athletics) check against your Constitution. This spell also ends if the creature is hit with a detonating attack or if you move more than 20m away from the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d8 for each slot level above the 2nd.
Lift
Cantrip • controlAction |
40m
|
Concentration, up to 10 minutes
|
You can manipulate light objects with a series of mass effect fields. When you cast this cantrip, you can try to move an object that weighs up to 10 kgs (~20 pounds). If the object isn't being worn or carried, you automatically move it up to 10 meters in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 10 meters in any direction but not beyond the range of this spell.
Phase Disruptor
Cantrip • damage (force)Action |
40m
|
Instant
|
You focus the energy of your barrier into a high-powered beam at a target creature or object within range. Remove 1 barrier tick and make a ranged spell attack on that target. On a hit, the creature takes 3d4 force damage.
You may use additional barrier ticks to create more than one beam at higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Pull
1st level • controlAction |
30m
|
Concentration, up to 10 minutes
| force |
Make a ranged spell attack on a Medium or smaller creature or object within range. On a success, you create a mass effect field around the target and it becomes lifted 2m in the air. While you maintain this spell, as a bonus action, you can move the target up to 4m in any direction. If you move the target further than 30m away from you, the spell ends and the target falls to the ground.
Reave
1st level • damage (necrotic) • debuffAction |
50m
|
Instant
| necrotic |
Hurl an orb of dark energy at one creature within range. Make a range spell attack against the target. On a hit, you deal 2d10 necrotic damage and the target becomes primed(necrotic) until the end of your next turn. The target also has disadvantage on their next attack, ability check, or saving throw. This disadvantage lasts one minute or until the target becomes incapacitated.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 2d10 for each level above the 1st.
Shockwave
1st level • damage (force)Action |
Self
(10m |
Instant
|
Create a cascading shockwave in a 2m wide by 10m long line originating from you. Each creature caught in the line must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above the 1st.
Singularity
3rd level • controlAction |
30m
(4m |
Concentration, up to 1 minute
| force |
Create a negative mass effect field in a 4m sphere at a target location within range. Each creature or object within the sphere's radius must succeed on a Strength saving throw or becomes lifted. Only Medium or smaller creature and objects are affected. Any creature or object that enters the sphere for the first time or ends its turn there must succeed on a Strength (Athletics) check or they are drawn into the sphere and become lifted.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the size of the sphere by 4m per spell slot above the 3rd.
Slam
Cantrip • damage (bludgeoning)Action |
30m
|
Instant
|
Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.
The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4)
Slow Fall
Cantrip • movementReaction, which you take when you or a creature within 10m of you falls |
10m
|
Concentration, up to 1 minute
|
When you or a creature within 10m of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 20m per round. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature.
Stasis
2nd level • control • debuffAction |
30m
|
Concentration, up to 1 minute
| force |
Lock a target in a high-gravity mass effect field. Choose a creature you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is paralyzed, primed (force), and has resistance to all damage for the duration of the spell. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends. A detonating attack immediately ends the spell.
Storm
4th level • damage (force, necrotic) • controlAction |
20m
(8m |
Concentration, up to 1 minute
|
An 8m-radius sphere of rapid shifting mass effect fields springs into existence centered on a point you choose within range, creating a dangerous whirlwind of debris and energy. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw. On a failed save, a creature takes 8d10 force damage or half as much on a successful one. The sphere’s space is difficult terrain.
At Higher Levels: When you cast this spell using a spell slot of 5th level, the damage increases for each of its effects by 2d10.
Throw
Cantrip • damage (force)Action |
40m
|
Instant
|
Make a ranged spell attack on a target you can see within range. On a hit, the target takes force damage equal to 1d8 force damage. If the target is Medium or smaller, it is pushed backwards 10m.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)
Vortex
3rd level • damage (force)Action |
Self
(10m |
Instant
|
You intertwine negative and positive mass effect fields to create a swirling vortex. Creatures within a 10m cone must make a Strength saving throw. On a failed save a creature takes 6d10 force damage, or half as much damage on a successful one.
Creatures that fail the saving throw are thrown 1d6 + 2m away from you and become prone.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase the damage by 2d10 for each slot level above the 3rd.
Warp
2nd level • damage (necrotic)Action |
40m
|
Instant
| necrotic |
Make a ranged spell attack on an organic creature you can see within range. On a hit, you generate a rapidly shifting mass effect field inside the target dealing necrotic damage equal to 3d10 + your spellcasting ability modifier. In addition, the target is primed (necrotic) until the end of its next turn. This damage bypasses shields.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above the 2nd.