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This is a members-only page, which has all the Starfinder 1st ed spells I have converted from Pathfinder 1e. The original blog posts where each spell was introduced also had developed notes about what I did in the conversions, and why. If you are curious to read those notes, there's an index at the end of the spells with links to those articles for each spell.

Those original articles also often had spot art, which I am not copying here, but some of which will almost certainly end up in whatever find product these all get put into.

As I convert more spells, I'll update this page to remain current. Each month I update it at all, the whole page will be included in the collected article PDF that month for Mega-Patrons and higher Patron tiers.

AbeyanceClasses mystic 1, witchwarper 1School abjuration (healing)Casting Time 1 minuteRange touchTarget creature touchedDuration 24 hoursSaving Throw Will negates (harmless); Spell Resistance yes (harmless)

Abeyance suppresses the effects of a single afflcition (a curse, disease, or poison) on a creature. It does not restore any damage or drain that might have been caused by the affliction. Abeyance cannot suppress afflictions that cannot be removed by remove affliction, but it can suppress afflictions such as lycanthropy that require remove affliction along with additional measures. Once an individual affliction has been suppressed only by abeyance, it cannot be suppressed by the spell again, even if its cast by a different caster. However, if an affliction is being actively suppressed by an abeyance, casting abeyance on that target against before the duration ends resets the duration for another 24 hours. It is possible to suspend an infliction indefinitely this way, as long as the duration is never allowed to run out.

Abeyance does not allow a creature to divest itself of cursed objects, though it can suppress a curse contracted from an object.

Abjuring StepClasses mystic 1, technomancer 1, witchwarper 1School abjurationCasting Time 1 standard actionRange personalDuration 1 round/level

Abjuring step allows you to take a full action to make up to two guarded steps, and either cast a spell with a casting time of one standard action or make a single attack. You can take both guarded steps before or after the attack or spellcasting, or take one guarded step before and one after. If a foe makes an attack of opportunity against you, the attack automatically fails, but the abjuring step spell is dismissed.

Casting abjuring step does not provoke an attack of opportunity.

Ablative BarrierClasses technomancer 2-6, witchwarper 2-6School abjuration [force]Casting Time 1 standard actionRange personalDuration 1 round/level

Ablative barrier creates a force effect that functions as a force field, but does not require an armor upgrade slot, and does not use a battery. The temporary hit points from an ablative barrier do not stack with those from an actual force field (if you have both, each point of damage done lowers the temporary HP granted by each by the same amount). When you cast this spell, any previous ablative barrier you cast ends. The type of force field the ablative barrier emulates depends on the level of the spell.

2nd Level Spell: Brown force field3rd Level Spell: Purple force field4th Level Spell: Black force field5th Level Spell: White force field6th Level Spell: Gray force field

Ablative SphereClasses mystic 3-6, technomancer 3-6School abjuration [force]Casting Time 1 standard actionRange touchArea 10-foot-radius sphereDuration 1 minute/level

Ablative sphere is a force effect that creates an immobile 10-foot sphere of defensive energy centered on one corner of your space when you cast it. It grants protection as a force field to any creature within its area, against any attack or effect from outside of its area. It has no effect on attacks against targets outside its area, even if the attack’s line of effect passes through the spell, nor on attacks originating within its area (even if they target a creature also in the area). All creatures within an ablative sphere share a single pool of temporary HP granted by the spell, which regenerate at the beginning of your turn each round.

The temporary hit points from an ablative sphere do not stack with those from an actual force field or an effect that specifies it functions as a force field (such as ablative barrier). If you have such temporary HP while within an ablative sphere, each point of damage done lowers the temporary HP granted by both the sphere and the force field effect. When you cast this spell, any previous ablative sphere you cast ends. The type of force field the ablative sphere emulates depends on the level of the spell.

3rd Level Spell: Brown force field4th Level Spell: Purple force field5th Level Spell: Black force field6th Level Spell: White force field

AbsolutionClasses mystic 4School abjurationCasting Time 1 roundRange touchTargets living creature touchedDuration instantaneousSaving Throw none; Spell Resistance yes

You purge impure or artificially implanted thoughts from the target’s mind and fill them with exultant relief at the forgiveness for their failings. This spell acts as break enchantment, except it only functions against enchantments with the charm or mind-affecting descriptors.

Additionally, if you cast this on a target (other than yourself) who has the Divine Blessing feat and changes what deity they worship to the deity you worship, they gain the benefits of Divine Blessing for their new deity immediately (rather than having to wait until they gain your next level).

Barrier EmojiClass technomancer 6School illusion [figment]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw None (harmless); Spell Resistance yesThis spell allows you to scribe a potent rune of power upon a surface adjacent to a door, doorway, portal, corridor, junction, or similar area creatures can more through, which must be no larger than 25 square feet (one side of a 5-foot x5-foot square) per caster level. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates a barrier or wall to the viewer. When triggered, a barrier emoji covers the selected doorway or portal with a wall of force. Once triggered the wall of force lasts 10 minutes, though it can be re-triggered during that time to reset the duration. Each time you cast a barrier emoji, you must expend one Resolve Point. You cannot regain that RP until the mirror emoji is discharged, dismissed, or dispelled. Additionally, when you cast this spell you can choose to instead expend 4 RP to cause the barrier emoji to reset after each use, as long as you neve choose to recover those RP.

Until it is triggered, the barrier emoji is inactive (though visible and legible at a distance of 60 feet). To be effective, a barrier emoji must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the mirror emoji ineffective, unless a creature removes the covering, in which case the mirror emoji works normally.

As a default, a barrier emoji is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or attempts to pass through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a barrier emoji can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). When you cast the spell, you can also specify a password or phrase that allows a creature speaking it to bypass the rune and pass through the opening. You can also attune any number of creatures to the barrier emoji so they do not trigger it, but doing this extends the casting time by 10 minutes per creature you attune it to. However, the force wall created by the rune blocks attacks and line of effect even for creatures that know the password or are attuned—the password only prevents them from triggering the symbol, not from ignoring its effects if triggered. Once the spell is cast, a barrier emoji‘s triggering conditions, passwords, and attuned creatures cannot be changed.

In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a barrier emoji to render it inoperative triggers it if the spell is set to reacts to touch. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a barrier emoji can be based on a creature’s name, identity, or official group affiliation, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, alignment, Resolve Points, Stamina Points, or Hit Points don’t qualify.

Detect magic allows you to identify a barrier emoji with a DC 34 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol. A barrier emoji can be removed by a successful dispel magic targeted solely on the rune. Other spells that affect text or computer programs do not affect a barrier emoji unless they specify they function against magic glyphs, runes, and symbols. Destruction of the surface where a barrier emoji is inscribed in destroys the symbol, but such attacks also trigger it causing it to be protected by its own wall of force before an attack can hit it.

Magic traps such as barrier emoji are hard to detect and disable. While any character can use Perception to find a barrier emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 39.

Beguiling EmojiClass technomancer 6School enchantment [charm, compulsion, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with charm, enchantment, or being starry-eyed. When triggered, affected creatures in the area gain a charm effect toward the caster. The effect lasts as long as they remain within the area, and a limited duration after they leave (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining take a -2 penalty to any attack against the caster and skill checks opposed by the caster, and the caster gains a +2 bonus to all saving throws against their effects. This effect lasts for 1 round after an affected creature leaves the rune’s area.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are affected in the same way, but the effect lasts for 10 minutes after they leave the area.

Creatures that fail a saving throw and do not have both SP and HP left are charmed by the caster, as if they had been affected by a charm monster spell. This lasts for 1 hour per caster level.

Detect magic allows you to identify a beguiling emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as beguiling emoji are hard to detect and disable. While any character can use Perception to find a beguiling emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Confusion EmojiClass technomancer 6School enchantment [compulsion, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with altered states of mind, bemusement, confusion, of having one’s “mind blown.”. When triggered, affected creatures are overcome with waves of confusion. The effect lasts as long as they remain within the area, and for 1d4 rounds after they leave. If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are flat-footed and off-target. They can expend 1 Resolve Point to ignore these condition for 1d4 rounds.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are staggered, flat-footed and off-target. If they expend a Resolve Point at the beginning of their turn, they can ignore the staggered condition, and merely be flat-footed and off-target for 1d4 rounds.

Creatures that fail a saving throw and do not have both SP and HP left are confused. If they expend a Resolve Point at the beginning of their turn, they can ignore the confusion for 1 round and instead be staggered, flat-footed, and off-target.

Detect magic allows you to identify a confusion emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as confusion emoji are hard to detect and disable. While any character can use Perception to find a confusion emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Death EmojiClass technomancer 6School necromancy [death]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Fortitude partial (see text); Spell Resistance yesThis spell allows you to scribe a potent rune of power upon a surface or encode it within a computer program. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates death to the viewer. When triggered, a death emoji damages or kills one or more creatures within 60 feet of the rune (treat as a burst). The death emoji affects the closest creatures first. Once activated, the rune deals a maximum total of 150 points of damage. Each time you cast a death emoji, you must expend one Resolve Point. You cannot regain that RP until the death emoji is discharged, dismissed, or dispelled.

If a creature has any Stamina Points, the death emoji deals damage equal to their current Stamina Points, then moves on to the next target in range. If a creature has no Stamina Points, the rune deals Hit Point damage until the target is reduced to 0, in which case the target dies. If a creature has Stamina Points, it can expend a number of Resolve Points needed for it to Stay in the Fight to reduce the damage it takes from the death emoji rune by 50% (though the full amount is still counted against the rune’s 150 damage total). If a target succeeds as a Fortitude save, it also takes half damage (which also counts against the rune’s total damage done). If a target both expends the needed Resolve Points and succeeds at a Fortitude save, it takes no damage.

Once triggered, the death emoji‘s rune becomes active and glows, lasting for 10 minutes per caster level or until it deals 150 hit points of damage, whichever comes first. A creature that enters the area while the death emoji‘s rune is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature is damaged by the death emoji only once as long as it remains within the area, though if it leaves the area and returns while the death emoji is still active, it is targeted again.

Until it is triggered, the death emoji is inactive (though visible and legible at a distance of 60 feet). To be effective, a death emoji must always be placed in plain sight and in a prominent location, or tied to a computer or computer program so it becomes visible when they are acrtivated. Covering or hiding the rune renders the death emoji ineffective, unless a creature removes the covering, in which case the death emoji works normally. Similarly if attached to a program in a computer, it has no affect until and unless that program is activated or hacked, in which case the death emoji‘s rune appears on the computer’s control screen and becomes active.

As a default, a death emoji is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; activates a computer or a computer program into which the rune is embedded, or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a death emoji can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). If a death emoji is tied to a computer or computer program, it can appear at any interface (including a hacking effort), but once it does so that is the only interface the spell’s rune appears at. Once the spell is cast, a death emoji‘s triggering conditions cannot be changed.

In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a death emoji to render it inoperative triggers it if the spell is set to reacts to touch. You can’t use a death emoji offensively; for instance, a touch-triggered death emoji remains untriggered if an item bearing the spell’s rune is used to touch a creature. Likewise, a death emoji cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a death emoji can be based on a creature’s name, identity, or official group affiliation, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, alignment, Resolve Points, Stamina Points, or Hit Points don’t qualify.

When encoding a death emoji, you can specify a password or phrase that prevents a creature using it from triggering the spell’s effect. Anyone using the password remains immune to that particular death emoji‘s effects so long as the creature remains within 60 feet of the spell’s rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to a death emoji, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a death emoji cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own death emojis, and thus always ignore the effects and cannot inadvertently trigger them.

Detect magic allows you to identify a death emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

A death emoji can be removed by a successful dispel magic targeted solely on the rune. Other spells that affect text or computer programs do not affect a death emoji unless they specify they function against magic glyphs, runes, and symbols. Destruction of the surface where a death emoji is inscribed or a computer it is imbedded in destroys the symbol but also triggers it.

Magic traps such as death emoji are hard to detect and disable. While any character can use Perception to find a death emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Debauchery EmojiClass technomancer 6School enchantment [compulsions, emption, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates a item commonly associated with hedonism and overindulgence, such as wine, food, or the holy symbol of a god of debauchery. When triggered, affected creatures are overcome by waves of debauched impulses, which take time and effort to resist.

Affected creatures are stunned for 1 round/level, and each round, they may expend 1 Resolve Point to instead be dazed and able to take a single move or swift action for that round. If a creature affected makes a Will save or has Stamina points remaining, it is dazed (but able to take a single move or swift action each round), and each round may expend 1 Resolve Point to be staggered for the round. If the creature makes a Will save and has Stamina Points remaining, it is staggered for 1 round per level, and each round may expend 1 Resolve Point to be able to act normally for that round.

Detect magic allows you to identify a debauchery emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as debauchery emoji are hard to detect and disable. While any character can use Perception to find a debauchery emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Dispelling EmojiClass technomancer 6School abjurationCasting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw None; Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates an item commonly associated with disapproval, denial, refusal, or forbidding. When triggered, affected creatures are targeted by the area dispel option of the dispel magic spell. Each creature targeted must expend 1 Resolve Point, or the dispel check gains a +4 bonus against them. If a creature has no Stamina Points remaining, the dispel check also gains a +4 bonus.

Detect magic allows you to identify a dispel emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as dispel emoji are hard to detect and disable. While any character can use Perception to find a dispel emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Distracting EmojiClass technomancer 4School enchantment (compulsion, mind-affecting)Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with surprise, shock, suddenness, or interest. When triggered, affected creatures are magically compelled to move toward the symbol for as long as they are within the rune’s area, and 1d4 rounds after leaving it (which they may find difficult).

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are staggered. If they expend a Resolve Point at the beginning of their turn, they can ignore this condition for 1d4 rounds.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, must take a move action to move toward the rune each round, and cannot move away from it except by using a guarded step. If they expend a Resolve Point at the beginning of their turn, they can ignore this compulsion for 1d4 rounds.

Creatures that fail a saving throw and do not have both SP and HP left are staggered and must move toward the symbol if they are not adjacent to it (moving at least 20 feet each round if they have a mode of momvement that fast, or as fast as they can if they don’t). Each round such creatures may expend a Resolve Point to merely be staggered and not able to move away from the symbol for 1 round.

Detect magic allows you to identify a distracting emoji with a DC 19 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as distracting emoji are hard to detect and disable. While any character can use Perception to find a distracting emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 29.

Electrical Storm EmojiClass technomancer 6School evocation [air, electricity]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Reflex partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with electrical storms or electricity. When triggered, the spell immediately strikes one randomly selected target within 30 feet of it with a single-target bolt of lightning that deals 10d6 electrical damage (Reflex save for half damage). Each round afterwards on the same initiative count, the rune strikes another randomly selected target within 30 feet of it. Once activated, the rune lasts for 1d4 minutes.

Detect magic allows you to identify an electrical storm emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as electrical storm emoji are hard to detect and disable. While any character can use Perception to find a electrical storm emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Emergency Force SphereClasses technomancer 4, witchwarper 4School evocation [force]Casting Time 1 reactionRange 5 feetArea 5-ft.-radius hemisphere of force centered on youDuration 1 round/level (D)

This spell acts as wall of force, except you create a hemispherical dome of force with hardness 20 and 200 Hit Points. If cast as a reaction to an event that would damage someone within the spell’s area, it is a purely defensive action. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you succeed at a DC 20 Engineering check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses. Normally this spell is used to buy time for dealing with avalanches, floods, and rockslides, though it is also handy in dealing with ambushes.

Explosive IconClass technomancer 3School abjuration (force)Casting Time 1 standard actionRange touchEffect one runeDuration permanent until discharged (D)Saving Throw Reflex half (see text); Spell Resistance yes

You create a mystic icon on a computer, comm unit, or piece of electronic technological equipment (including anything that uses batteries and does not note it is a hybrid or magic item) to ward it so that it can discharge to harm a target that touches or activates the warded object.

You set all of the conditions of the ward. Typically, any creature activating the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively, or in addition to a password trigger, explosive icons can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind, or to a specific activity (such as speaking a specific word, or touching the warded object rather than activating it). They cannot be set according to alignment, creed, class, HD, or level. Explosive icons respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple icons cannot be cast on the same object. However, you can individually ward components of an item — for example you could place an explosive icon on both a laser pistol and the battery inside it. In such cases, wards on individual components are only triggered when they are accessed separately (firing a laser pistol with a warded battery would not set off the battery’s ward, but removing the battery could if that is how the ward is set).

When casting the spell, you weave a tracery of faintly glowing lines in the pattern of a computer icon that looks like an explosion. Explosive icons cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a ward, as can any disguise that gains a bonus to the Disguise check (such as granted by technological or magic assistance), though other disguises and the like can’t. Detect magic allows you to identify an explosive icon with a DC 15 Mysticism check. Identifying an explosive icon does not discharge it and allows you to know the basic nature of the ward (both damage it deals and what conditions set it off).

You can have one explosive icon active at a time without expending any additional resources. Each time you cast an explosive icon when you already have one or more active, you must expend one Resolve Point. You cannot regain that RP until the explosive icon is discharged, dismissed, or dispelled.

Magic traps such as explosive icon are hard to detect and disable. While any character can use Perception to find an explosive icon, a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 28.

When activated, an explosive icon deals 5d8 bludgeoning force damage to the creature that triggered it. Creatures and objects within 10 feet of the warded object also take damage, but are allowed a reflex saving throw for half damage. When you cast the spell, you decide if it damages the object it is warding, or not.

Exsanguination EmojiClass technomancer 3School necromancyCasting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Fortitude partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates an item commonly associated with stabbing, bleeding, or bloodletting. When triggered, affected creatures in the area gain the bleeding condition. They continue to bleed for as long as they remain within the area, and if the bleeding is stopped it begins again if they end a turn within the rune’s area. Once outside the area the bleed condition can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points., and the creature can make a new Fortitude save to end the bleed at the beginning of each turn. Even if a creature’s bleed effect ended while they are outside the rune’s area, returning to the area causes them to bleed again.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining bleed for 1d6/round. If they expend a Resolve Point at the beginning of their turn, they can ignore this condition for 1d4 rounds while within the rune’s area, or permanently if they leave the area during this time.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, bleed for 2d6/round. If they expend a Resolve Point at the beginning of their turn, they can ignore this condition for 1 round while within the rune’s area, or permanently if they leave the area during this time.

Creatures that fail a saving throw and do not have both SP and HP left bleed for 3d6/round. If they expend a Resolve Point at the beginning of their turn, they only bleed 1d6/round for 1d4 rounds.

Detect magic allows you to identify an exsanguination emoji with a DC 17 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as exsanguination emoji are hard to detect and disable. While any character can use Perception to find an exsanguination emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 23.

Fear EmojiClass technomancer 4School enchantment [emotion, fear, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Fortitude partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with fear, shock, or panic. When triggered, affected creatures in the area gain a fear effect. The fear effect lasts as long as they remain within the area, and for 1d4 rounds after they leave. If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are shaken. They can expend 1 Resolve Point to ignore this condition for 1d4 rounds.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are frightened. If they expend a Resolve Point at the beginning of their turn, they can ignore this condition for 1d4 rounds during which time they are merely shaken.

Creatures that fail a saving throw and do not have both SP and HP left are panicked. If they expend a Resolve Point at the beginning of their turn, they can ignore the panic for 1 round and merely be shaken.

Detect magic allows you to identify afear emoji with a DC 18 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as fear emoji are hard to detect and disable. While any character can use Perception to find a fear emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 25.

Glyph CircuitClasses mystic 3, technomancer 3School abjurationCasting Time 10 minutesRange touchEffect one runeDuration permanent until discharged (D)Saving Throw see text; Spell Resistance no (object) and yes; see text

You create a circuit of magic energy that can discharge to harm a target that enters a warded area, or touches or activates a warded object. A glyph circuit can be placed on an object, or an area up to a 20-foot-square. For example, it can be used to guard a bridge or passage, ward a portal, trap a container, weapon, scanner, tool, and so on.

You set all of the conditions of the ward. Typically, any creature entering the warded area or activating the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively, or in addition to a password trigger, glyph circuits can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind, or to a specific activity (such as speaking a specific word, or touching the warded object rather than activating it). They cannot be set according to alignment, creed, class, HD, or level. Glyph circuits respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three different drawers, each can be separately warded.

When casting the spell, you weave a tracery of faintly glowing lines in a circuit-pattern around the warding sigil. A glyph circuit can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

Glyph circuits cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, as can any disguise that gains a bonus to the Disguise check (such as granted by technological or magic assistance), though other disguises and the like can’t. Detect magic allows you to identify a glyph circuit with a DC 15 Mysticism check. Identifying a glyph circuit does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored). Each time you cast a glyph circuit, you must expend one Resolve Point. You cannot regain that RP until the glyph circuit is discharged, dismissed, or dispelled.

Magic traps such as glyph circuits are hard to detect and disable. While any character can use Perception to find a glyph circuit, a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 28.

Depending on the version selected, a glyph circuit either blasts the intruder or activates a spell.

Blast: A blast glyph circuit deals 4d8 points of damage to the intruder and to all within 5 feet of them. This damage is acid, cold, fire, electricity, or sonic (your choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

Spell: You can store any harmful spell of 2nd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph circuit. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph circuit.

Glyph Circuit, GreaterClasses mystic 6, technomancer 6School abjurationCasting Time 10 minutesRange touchEffect warding rune on an object or an area up to a 20-foot-squareDuration permanent until discharged (D)Saving Throw see text; Spell Resistance no (object) and yes; see text

This spell functions like glyph circuit, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 5th level or lower.

Detect magic allows you to identify a glyph circuit with a DC 21 Mysticism check. To use Perception to find a glyph circuit, and for a character to the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it, is a DC 34 skill check.

Icon of AdvancementClass technomancer 3, witchwarper 3School transmutationCasting Time1 minuteRange touchTarget equipment touched (see text)Duration 24 hours (see text)Saving Throw Will negates (object); Spell Resistance yes

You create a magic icon, like a holographic computer program icon, and place it on a piece of equipment you touch. The icon often uses symbols indicating improvement, defense, or advanced technology, as selected by you. This spell can only target equipment that can be worn or carried by, and is designed to be used by, a Large or smaller person. The equipment's item level increases by 5, to a maximum equal to your caster level, for the duration of the spell (affecting all calculations directly based on item level, but not any other aspect of the equipment such as damage dealt, defenses granted, abilities, or size). If an object has more than one icon spell on it, only the oldest icon spell has any effect.

When you cast icon of advancement, you can choose to expend 1 Resolve Point. If you do so, the duration of the spell becomes permanent but you cannot recover the expended Resolve Point. Any time you recuperate* you can choose to recover the Resolve Point expended when you cast this spell, immediately ending the associated icon of advancement.

Special: A dwarf, nuar, or character with 3 or more levels of mechanic can learn this spell as a 3rd level spell for any spellcasting character class they have.

Icon of Ruin Level: mystic 5, technomancer 5School: transmutation (curse)Casting Time1 standard actionRange: Medium (100 ft. plus 10 ft./level)Target: 1 armor, shield, weapon, hybrid item, magic item, technological item, or vehicleDuration: instantaneousSaving Throw: Fortitude negates (object); Spell Resistance: no

You place a glowing icon that takes the appearance of a warning light or failure warning on one piece of equipment that falls into the armor, armor augmentation, shield, weapon, hybrid item, magic item, technological item, or vehicle (but not starship) category, cursing it. The equipment is reduced to 1/4 its normal Hit Point total, gains the broken condition, and appears damaged and worn. If the equipment has an effect that is not affected by the broken condition, it fail to work 50% of the time when called upon (so energy resistance, temporary hit points, or a weapon's fusion could have a 50% chance to fail each time the item is used). An icon of ruin has no affect on magical artifacts.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, miracle, remove affliction, or wish spell, or affected in other ways by abilities that specifically affect icon spells.

Laugh Out Loud EmojiClass technomancer 3School enchantment [compulsion, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with humor or laughing. When triggered, affected creatures are overcome with laughter. The effect lasts as long as they remain within the area, and for 1d4 rounds after they leave. If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining laugh loudly, making Stealth checks against auditory senses impossible and the base DC of a Perception check to hear them is 0. They can expend 1 Resolve Point to ignore these conditions for 1d4 rounds.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are affected as above and additionally are unable to communicate normally (though they can try to work information into their laughter as a move action, which acts as a Bluff check to pass secret messages) or use language-dependent and sense-dependent abilities. If they expend a Resolve Point at the beginning of their turn, they can ignore all these restrictions (except for the inability to use Stealth) for 1d4 rounds.

Creatures that fail a saving throw and do not have both SP and HP left are affected as above, and staggered. If they expend a Resolve Point at the beginning of their turn, they can ignore the staggered condition from this spell for 1 round.

Detect magic allows you to identify a laugh out loud emoji with a DC 17 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as laugh out loud emoji are hard to detect and disable. While any character can use Perception to find a laugh out loud emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 23.

Painful EmojiClass technomancer 5School necromancy (pain)Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Fortitude partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with agony, suffering, or trauma. When triggered, affected creatures feel pain for as long as they are in the area, and a limited amount of time after they leave (see below).

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining take a -1 penalty to all attack rolls, ability checks, skill checks, and saving throws. If they expend a Resolve Point at the beginning of their turn, they can ignore this penalty for 1d4 rounds. The penalty ends when affected creatures leave the rune’s area, but returns if they re-enter.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, take a -2 penalty to all attack rolls, ability checks, skill checks, and saving throws. If they expend a Resolve Point at the beginning of their turn, they can ignore this penalty for 1d4 rounds. The penalty ends 1d4 rounds after an affected creature leaves the rune’s area, but returns if they re-enter.

Creatures that fail a saving throw and do not have both SP and HP take a -4 penalty to to all attack rolls, ability checks, skill checks, and saving throws. Each round such creatures may expend a Resolve Point to reduce this penalty to -2. This penalty is active anytime the affected creature is in the rune’s area, and for 10 minutes after they leave it.

Detect magic allows you to identify a painful emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as painful emoji are hard to detect and disable. While any character can use Perception to find a painful emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 32.

Repair EmojiClass technomancer 3School necromancyCasting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Fortitude negates (harmless); Spell Resistance no

This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates an item commonly associated with repair, construction, or engineering. When triggered, affected objects and constructs in the area have HP restored to them. A creature or object can only gain HP from the same repair emoji once per day, and it affects each construct in the area when it is triggered, or when the object or construct first enters the area of the spell’s active rune.

Affected constructs and objects are affected as by the make whole spell. If the target is a construct with Resolve Points that is also missing Stamina Points, it can expend 1 Resolve Point to regain missing SP equal to the HP healed by the make whole effect.

Detect magic allows you to identify a repair emoji with a DC 17 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as repair emoji are hard to detect and disable. While any character can use Perception to find a repair emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 23.

Revealing EmojiClass technomancer 5School divinationCasting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows. This rune can only be triggered by creatures that have an altered appearance, including those that are polymorphed, shapeshifted, disguised, or have their appearance concealed or changed by magic or technological means. Creatures that are invisible do not trigger it, but if a creature that triggers it becomes invisible, the effect does reveal their location. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with shock, surprise, or understanding. When triggered, affected creatures in the area have a visual and audio illusion of the emoji rune appear above them, gasping in surprise and moving with them wherever they go. If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are marked by the emoji rune for a single round.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are affected in the same way while in the rune’s area.

Creatures that fail a saving throw and do not have both SP and HP left are marked as long as they are in the area, and for 10 minutes after they leave it.

Detect magic allows you to identify a revealing emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as revealing emoji are hard to detect and disable. While any character can use Perception to find a revealing emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 31.

ROFL – Roll On Floor LaughingClass technomancer 1School enchantment [compulsion, mind-affecting]Casting Time 1 standard actionRange medium (100 feet +10 feet/level)Target one creatureDuration 1 round/levelSaving Throw Will partial (see text); Spell Resistance yes

This spell causes the target to burst into uncontrollable gales of laughter. When initially affected the target falls prone (though it can stand normally afterwards), and for the duration of the spell it is staggered and laughing so loudly that making Stealth checks against auditory senses impossible and the base DC of a Perception check to hear them is 0. At the end of each turn the target can make a new Will save (at the same DC) to end the staggered effect.

Creatures that succeed at their initial save against this spell snort and chuckle involuntarily, but without the extreme effects described above. They are off-target, and take a -5 penalty to all Stealth checks against auditory senses. At the end of each turn the target can make a new Will save (at the same DC) to negate the spell entirely.

Because humor can be difficult to translate easily, even with magic, if a target could not be targeted by a language-dependent effect from you, has an Intelligence bonus of -3 or less, or is of a different creature type, it gains a +4 bonus to saving throws to end or reduce this spell’s ongoing effects (but not its initial saving throw).

Scrying EmojiClass technomancer 5School divination (scrying)Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance no

This functions as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with eyes, seeing, spying, or visual events. When triggered, it creates a scrying sensor that acts as an arcane eye., but forms at the location of the rune (regardless of how far from you that is, even if it is on another plane or in a different star system), cannot move, and lasts 10 minutes.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are difficult to see through the scrying sensor, and you can only determine their position, size, and creature type (but not subtype), and they gain a +10 bonus to Disguise checks to conceal any of those details if they are attempting to do so.

Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, have the same details revealed, but do not gain a bonus to Disguise checks. You can make a Perception check opposed by their Stealth checks (even if they are not attempting Stealth and lack cover or concealment) to gain full visual information about them.

Creatures that fail a saving throw and do not have both SP and HP left are as easy to spot as if you were present, and you gain a +10 bonus on any Perception or Sense Motive checks you make against them through the sensor.

Detect magic allows you to identify a scrying emoji with a DC 20 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as scrying emoji are hard to detect and disable. While any character can use Perception to find a scrying emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 31.

ShieldClasses technomancer 1-6, witchwarper 1-6School abjuration (force)Casting Time 1 standard actionRange personalDuration 1 min./level (D)Shield creates an invisible shield of force that hovers in front of you. It grants you a shield bonus to AC, which may be higher if you align your shield against the foe as a move action (see aligning shields in Chapter 4 of the Character Operations Manual). Additionally, if you align a shield against an incorporeal or ethereal target the force effect of the shield grants you an additional +2 AC against that creature’s attacks.

Level 1: Shield bonus +0/+1. Additionally, you are immune to damage from magic missile while the shield spell is active.Level 2: Shield bonus +1/+1. Additionally, you are immune to damage from all 1st level spells with the force descriptor.Level 3: Shield bonus +1/+2. Additionally, you are immune to damage from all 2nd-level and lower spells with the force descriptor.Level 4: Shield bonus +1/+3. Additionally, you are immune to damage from all 3rd-level and lower spells with the force descriptor.Level 5: Shield bonus +1/+4. Additionally, you are immune to damage from all 4th-level and lower spells with the force descriptor.Level 6: Shield bonus +2/+4. Additionally, you are immune to damage from all 5th-level and lower spells with the force descriptor.

Sleep EmojiClass technomancer 5School enchantment [compulsion, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as death emoji, except as noted above and as follows. The symbol created is one that represents sleep of unconsciousness, it can only deal a total of 120 points of damage, and the damage is nonlethal. Wherever death emoji refers to a Fortitude save, sleep emoji instead uses a Will save.

Detect magic allows you to identify a sleep emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as sleep emoji are hard to detect and disable. While any character can use Perception to find a sleep emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even if they are normally immune to nonlethal damage. If such a construct is knocked unconscious by the nonlethal damage, it shuts down and functions as if asleep until conditions occur that would wake a biological creature, it receives any healing, or 1d4 hours pass.

Slow EmojiClass technomancer 4School transmutationCasting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with being slow, tired, unfocused, or lackadaisical. When triggered, affected creatures in the area are slowed (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are unaffected. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are slow (as the spell) for 1d4 rounds. Creatures that fail a saving throw and do not have both SP and HP left are slow for 3d4 rounds.

Detect magic allows you to identify a slow emoji with a DC 19 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as slow emoji are hard to detect and disable. While any character can use Perception to find a slow emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 29.

Strife EmojiClass technomancer 6School enchantment (compulsion, emotion, fear, mind-affecting)Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as death emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with anger, attacks, or combat. Rather than deal damage, the rune causes creatures to attack one another (see below).  If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are off-target for 1d4 rounds. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, attack the nearest creature (as the “Attack nearest creature” result of the confused condition) for 1 round. Creatures that fail a saving throw and do not have both SP and HP left attack the nearest creature (as the “Attack nearest creature” result of the confused condition) for as long as they are within the rune’s area, and for 1d4 rounds after leaving.

Detect magic allows you to identify a strife emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as strife emoji are hard to detect and disable. While any character can use Perception to find a strife emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the Robot Influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even they are normally immune to the off-target or confused condition.

Striking EmojiClass technomancer 4, 5, 6School illusion [shadow]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw None (harmless); Spell Resistance yesThis spell acts as mirror emoji, except as noted above and as follows. Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that indicates melee attacks or warriors.

When triggered, a striking emoji attacks each creature within 10 feet of it (see below). It attacks creatures closest to it, selecting those lacking Stamina Points over those who have SP if multiple creatures are equally distant from it. It then attacks any creature that comes within range, and attacks each creature within range once per round (acting just before the initiative count on which it was activated).The attack bonus and damage are determined by the spell’s level (see table at end of spell). Once activated, the symbol keeps attacking creatures until 10 minutes have passed, or it’s made a number of attacks equal to your caster level. Each time you cast a striking emoji, you must expend one Resolve Point. You cannot regain that RP until the striking emoji is discharged, dismissed, or dispelled.

Detect magic allows you to identify a striking emoji with a Mysticism check, with the skill check DC determined by the spell’s level. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as striking emoji are hard to detect and disable. While any character can use Perception to find a striking emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is determined by the spell’s level.

4th level Spell: Each attack has a +15 attack bonus, deals 4d6+15 slashing damage, and has the knockdown critical hit effect. Identify DC 18, Remove DC 25.

5th Level Spell: Each attack has a +18 attack bonus, deals 5d6+18 damage, and has the staggered critical hit effect. Identify DC 20, Remove DC 31.

6th Level Spell: Each attack has a +22 attack bonus, deals 8d6+20 damage, and has the stunned critical hit effect. Identify DC 21, Remove DC 34.

Stunning EmojiClass technomancer 6School enchantment [compulsion, mind-affecting]Casting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with boggled, confused, or dazed. When triggered, affected creatures in the area are staggered or stunned (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are staggered for 1 round. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are staggered for 1d4 rounds. Creatures that fail a saving throw and do not have both SP and HP left are stunned for 1d4 rounds.

Detect magic allows you to identify a stunning emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as stunning emoji are hard to detect and disable. While any character can use Perception to find a stunning emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

If cast by a technomancer with the robot influence hack, the spell has full effect on creatures of the construct (technological) type and subtype, even they are normally immune to the staggered or stunned condition.

TruthtellingLevel: Mystic 1Schools Enchantment (compulsion, mind-affecting)Casting Time 1 standard actionComponents V, S, DFRange touchTarget willing creature touchedDuration 1 min./levelSaving Throw Will negates; Spell Resistance yes

This spell functions identically to the spell zone of truth, except as noted above. Not only does this spell only affect willing targets, creatures are aware of what the spell is a split second before it affects them, and may withdraw consent at that time if they wish (such as if they were told it is a healing spell, rather than truthtelling). An affected target momentarily takes on the semblance of a being of perfect order, like an archon or inevitable, so that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race.

Vulnerability EmojiClass technomancer 6School transmutationCasting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as death emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with cracks, rust, weakness, or vulnerability. Rather than deal damage, the rune causes creatures to have their defenses reduces (see below).  If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining have their DR (if any) reduced by 5 and their energy resistances (if any) reduced by 10 for as long as they are in the area of the rune. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, have their DR (if any) reduced by 10 and their energy resistances (if any) reduced by 20 for as long as they are in the area of the rune and for 1 minute after leaving. Creatures that fail a saving throw and do not have both SP and HP left have their DR (if any) reduced by 15 and their energy resistances (if any) reduced by 30 (and if they have immunity to an energy type, have their immunity replaced by energy resistance 30) for as long as they are in the area of the rune and for 10minutes after leaving the area. These reductions can never reduce a defense to less than 0.

Detect magic allows you to identify a vulnerability emoji with a DC 21 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as vulnerability emoji are hard to detect and disable. While any character can use Perception to find a vulnerability emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 34.

Weakness EmojiClass technomancer 4School transmutationCasting Time 10 minutesRange 0 ft.; see textEffect one runeDuration see textSaving Throw Will partial (see text); Spell Resistance yes

This functions as mirror emoji, except as noted above and as follows.  Each viewer of the rune perceives it slightly differently, with the rune taking the visible form of a simple symbol that is commonly associated with being encumbered or weak. When triggered, affected creatures in the area are weighed down (see below). If a creature succeeds at their initial save against this effect and leave the area, they are not affected again if they re-enter the area. Creatures that fail their save are affected each time they enter the area.

Creatures who succeed at a saving throw and have both Stamina Points and Hit Points remaining are unaffected. Both creatures that succeed at a saving throw but do not still have both Stamina Points and Hit Points remaining, and creatures that fail at a saving throw and do have both SP and HP remaining, are encumbered for as long as they stay within the rune’s area and for 1d4 rounds after leaving it. Creatures that fail a saving throw and do not have both SP and HP left are overburdened for as long as they stay within the rune’s area and for 1d4 rounds after leaving it.

Detect magic allows you to identify a weakness emoji with a DC 19 Mysticism check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

Magic traps such as weakness emoji are hard to detect and disable. While any character can use Perception to find a slow emoji (which may trigger it), a character must use the lowest of their Engineering or Mysticism skill (based on the skill’s total bonus) to disarm it. The DC in each case is 29.

Capstone Spells

Capstone spells are alternative to the normal spell or spell-like ability mystics (miracle), precogs (rewrite time), technomancers (wish), and witchwarpers (warp reality) receive the ability to cast at 20th level. A GM may allow a spellcaster to gain a single capstone spell in place of the spell listed above for their class when they gain 20th level. The new capstone spell has exactly the same casting requirements as the spell or spell-like ability it replaces, and is a spell if cast by a technomancer, and a spell-like ability for the other classes.

Glyph of Legends Class: Capstone SpellSchool: transmutationCasting Time3 roundsRange: 0 ft.; see textArea: see textDuration: 10 minutes/levelSaving Throw: see below; Spell Resistance: no

You scribe a potent glyph of power upon a surface, similar to the way in which an emoji spell is cast. When inscribed, the glyph of legends manifests as a shape that evokes a powerful legendary lawful or orderly force known to the caster, such as the face of a protector kaiju or demigod, the heraldry of a mythological hero, or the personal sigil of a hero of ancient renown. The rune is 5 feet square when created, and the surface on which it is to be inscribed must be large enough to bear it.The glyph of legends is a potent ward against primal chaos. It is primarily intended to combat the forces of chaotic Outer Planes. When cast, the rune stabilizes and reinforces an area in a 120-foot-radius sphere centered on it. Spell effects that magically damage or manipulate terrain or structures deal no damage and do not alter any building, structure, or terrain in the area. Damaging spells that specifically target these structures or regions and spells that include such structures do not deal damage to them. Area-affecting spells may damage creatures in the area as normal. The area and everything in it gains SR 30 against any spell with the chaos descriptor, and such spells of level 3 and below do not function within the area.Creatures with the chaotic subtype in the area of a glyph of legends must save against the spell or gain 2 negative levels for as long as they remain in the area. A creature that saves and leaves the area must save again upon reentering the area. These negative levels can never result in permanent level loss but cannot be restored by any spell of 5th level or less, or equipment of 11th item level or less.

For the purpose of effects that depend on spell level, glyph of legends counts as a 9th-level spell.

Index

Here’s an index of the spells that have been converted (along with the class and spell level or levels) so far with this project.

Abeyance M1, W1Abjuring Step M1, T1, W1Ablative Barrier T2-6, W2-6Ablative Sphere M3-6, T3-6Absolution M4Barrier Emoji (Symbol of Sealing) T6Beguiling Emoji (Symbol of Persuasion) T6Confusion Emoji (Symbol of Insanity) T6Death Emoji (Symbol of Death) T6Debauchery Emoji (Symbol of Debauchery) T6Dispelling Emoji (Symbol of Dispelling) T6Distracting Emoji (Symbol of Distraction) T4Electrical Storm Emoji (Symbol of Storms) T6Emergency Force Sphere T4, W4Explosive icon (explosive rune) T3Exsanguination Emoji (Symbol of Exsanguination) T3Fear Emoji (Symbol of Fear) T4Glyph Circuit (Glyph of Warding) M3, T3Glyph of Legends (Rune of Jan), CapstoneIcon of Advancement (rune of durability) T3, W4Icon of Ruin (Rune of Ruin), M5, T5 Laugh Out Loud Emoji (Symbol of Laughter) T3Mirror Emoji (Symbol of Mirroring) T2Pain Emoji (Symbol of Pain) T5Repair Emoji (Symbol of Healing) T3Revealing Emoji (Symbol of Revealation) T5ROFL – Roll On Floor Laughing (Hideous Laughter) T1Scrying Emoji (Symbol of Scrying) T5Shield T1-6, W1-6Sleep Emoji (Symbol of Sleep) T5Slow Emoji (Symbol of Slowing) T4Striking Emoji (Symbol of Striking) T4, 5, 6Strife Emoji (Symbol of Strife) T6Stunning Emoji (Symbol of Stunning) T6Truthtelling M1Vulnerability Emoji(Symbol of Vulnerability) T6Weakness emoji (symbol of weakness) T4

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