Alter Center Mass

1st level • debuff
Action
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.

Disorient: Creatures that fail the saving throw become disoriented. Until the end of your next turn, attacks made against the creature has advantage and the creature can't take reactions.

--OR--

Debilitate: Creatures that fail the saving throw can barely move. Until the end of your next turn, the creature's speed becomes 0 and it automatically fails Dexterity saving throws.

Annihilation Field

4th level • damage (necrotic)
Action
Self (4m
sphere
)
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.

Disorient: Creatures that fail the Constitution saving throw have disadvantage on their next attack roll.

--OR--

Phasic: Annihilation Field's damage bypasses shields.

Backlash

2nd level • protection
Reaction, 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.

Durable: Increase the aegis's hit points to 30.

--OR--

Counter strike: If you cast Backlash as a reaction against a melee attack, gain an attack of opportunity against the attacking creature.

Barrier Detonation

Cantrip • control
Bonus Action
Self (2m
sphere
)
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).

Shaped Lift: You may choose the shape of the detonation

--OR--

Heavy Lift: Large and smaller creatures and objects are affected.

Biotic Orbs

2nd level • damage (force) • buff
Action
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.

Improved Orbs: You many expend 2 orbs to cast a spell using your highest available spell slot.

--OR--

Retribution: As a reaction to taking damage, you may expend all of your remaining biotic orbs. For each expended orb, make a ranged spell attack on a target you can see within range. You can direct all attacks to hit one creature or several.

Biotic Punch

Cantrip • damage (bludgeoning) • buff
Action
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)

Efficient Punch: On a hit, gain 3 barrier ticks.

--OR--

Siphoning Strike: On a hit, instead of gaining barrier ticks, gain 10 shield points.

Biotic Slash

1st level • damage (fore) • buff
Bonus Action
Self
Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, increase the density of the weapon dealing an extra 2d8 force damage to the target. This damage detonates primers.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 2d8 for each slot above the 1st.

Improved Damage: Increase the damage die to 2d12

--OR--

Destined Hit: Gain a +5 bonus to your next melee weapon attack roll

Biotic Wall

3rd level • control
Action
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.

Lifting Wall: If a creature comes within 2m of the wall, you can use your reaction to make a pocket of negatively charged space near the creature's location. It must pass a Strength saving throw or become lifted until the end of your next turn.

--OR--

Shifting Wall: As a bonus action, you can either move the wall up to 6m in any direction, rotate the wall up to 180 degrees, or reshape the wall within the parameters listed above.

Catapult

1st level • damage (bludgeoning)
Action
20m (30m
line
)

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.

Salvo: When you cast Salvo, you may target a number of objects equal to or less than your spellcasting modifier. The combined weight of the objects cannot exceed the maximum weight limit of the spell (10 kilos at 1st level, 12 kilos at 2nd level, etc).

--OR--

Counterstrike: You may cast catapult as a reaction when you see a creature within 30m of you casting a spell or making a weapon attack. If the object would strike a creature casting a spell, the creature automatically fails its Dexterity saving throw and must succeed on a Constitution saving throw or the spell fails and has no effect (DC 10 or half the damage done by catapult, whichever is higher). If object would strike a creature making a weapon attack, you impose disadvantage on the attack roll whether or not the creature fails its Dexterity saving throw.

Charge

Cantrip • damage (force) • movement
Action
10m (2m
sphere
)
Instant

Alter your mass and choose a creature or object you can see within range. Use the target's mass to pull yourself to its location with incredible force. Any creature or object within a 2m sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage and becomes {prone}. On a successful save, a creature takes half as much damage.

The damage increases by 1d6 when you reach the 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Barrier Regen: After you cast Charge, if you have an active barrier, regain half of your barrier ticks and reset the duration of your barrier to 1 minute.

--OR--

Stunning blow: On a failed save, the target becomes {stunned} until the end of your next turn

Fly

2nd level • movement
Action
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.

Speed: You may cast Fly as a bonus action. Increase the fly speed to 30m

--OR--

Extended Cast: The duration of fly becomes 30 minutes.

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.

Anti-shield: Lance deals an additional 2d4 lightning damage. This damage increases by 2d4 for each spell slot level above the first.

--OR--

Improved Damage: Increase the damage die type to d12.

Lash

2nd level • damage (force) • control
Action
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.

Improved Grapple: The grappled creature has disadvantage when trying to escape.

--OR--

Improved Damage: Increase the damage die type to d12.

Lift

Cantrip • control
Action
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.

Magician: You can exert fine motor control over the object, such as manipulating a simple tool or removing an object from a container.

--OR--

Improved Lift: You can manipulate an object that weighs up to 25 kgs (~55 pounds).

Nova

Cantrip • damage (force)
Action
Self (2m
sphere
)
Instant

Transfer the energy of your barrier into a biotic explosion, consuming your remaining barrier ticks. Creatures within a 2m sphere centered on you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes force damage equal to Xd8, where X is the number of barrier ticks. On a successful save, a creature takes half as much damage.

This spell's damage increases by 1d8 when you reach 5th level (X + 1d8), 11th level (X + 2d8), 17th level (X + 3d8)

Improved Damage: Increase the damage die to d12.

--OR--

Half blast: When you cast nova, it consumes one half of your remaining barrier ticks (rounded up), but deals damage as if you had used all of your remaining barrier ticks.

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.

Improved Damage: Increase the damage die type to d6.

--OR--

Cripple: Creature's hit by Phase Disruptor have disadvantage on their next attack roll.

Pull

1st level • control
Action
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.

Heavy Pull: You may target a Large or smaller creature or object.

--OR--

Grip: While maintaining this spell, you may use your bonus action to increase pressure around the target, dealing 2d6 bludgeoning damage.

Shockwave

1st level • damage (force)
Action
Self (10m
line
)
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.

Controlled Shockwave: The shockwave travels 16m. You may change the direct of the line every 4m.

--OR--

Improved Damage: Increase damage die type to d10

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)

Stun: If the target is a creature, it must pass a Constitution saving throw or becomes stunned until the end of your next turn.

--OR--

Reaction: When a creature or object you can see becomes lifted, you may cast Slam on it as a reaction.

Slow Fall

Cantrip • movement
Reaction, 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.

Improved Duration: Increase the duration to 5 minutes

--OR--

Navigate: As you fall, you can direct your fall by 2m in any direction except up. You may do this once per round.

Stasis

2nd level • control • debuff
Action
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.

Shatter: When stasis ends via a successful saving throw or detonating attack, the target takes 2d8 force damage for each round of combat it was in stasis.

--OR--

Deep Stasis: The creature has disadvantage on its saving throws to escape Stasis.

Storm

4th level • damage (force, necrotic) • control
Action
20m (8m
sphere
)
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.

Necrotic Bolts: Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of necrotic energy to leap from the center of the sphere toward one creature you choose within 20m of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d10 necrotic damage. Necrotic bolts can detonate primed targets.

--OR--

Growing Storm: While the spell is maintained, the storm's radius grows by 2m at the start of your turn.

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)

Radial Blast: On a hit, the damage is dealt to each creature within a 2m radius of the target.

--OR--

Improved Damage: Increase the damage die type to d12

Vortex

3rd level • damage (force)
Action
Self (10m
cone
)
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.

Radial: You may cast the vortex in a 6m radius sphere centered on you instead.

--OR--

Damage: Increase the damage to d12

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.

Internal Bleeding: The shifting causes internal bleeding. At the start of each of your turns, the target suffers 1d6 damage from blood loss, bypassing its shields. This effect ends if the creature uses medi-gel or if it or another creature passes a DC 10 Wisdom (Medicine) check to stabilize the bleeding.

--OR--

Disorient: A target hit by warp must pass a Constitution saving throw. On a failed save, the force of warp is so intense the target is stunned until the end of its next turn.