How about some quick love for a technomancer?
ROCKET JUMP T0
Casting Time part of move action
You cause your boots to help you run faster and jump higher. You increase your horizontal jump by 10 feet or increase your vertical jump by 5 feet as you cast this spell as part of a move action.
I’ve been enamored with blast and automatic weapons lately, so WHY NOT MAKE THEM ALL AUTOMATIC!
FULL AUTO T1
Casting Time 1 standard action
Targets one weapon
Duration 1 round
Saving Throw none; Spell Resistance no
You supernaturally speed up the operation of a weapon. The weapon gains the automatic property for one round.
How about some holidays in space!
HEROES FEAST M4
School conjuration (creation)
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level
Duration 1 hour plus 12 hours; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits remove afliction, and gains 1d8 temporary hit points and stamina points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and will saves and a +4 morale bonus on saving throws against against poison, radiation, and fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.
Been on a kick lately hitting all the majors with each spell I make, so we have to do DnD 5e!
Fist of Flame
Casting Time: 1 bonus action
Components: V, S, M (piece of coal)
Duration: Concentration, up to 1 hour
You wreath the targets hands and feet in fire. Unarmed melee attacks from the target do an additional 1d6 fire damage on a successful hit. The fire provides light up to 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.
Here is one last version of this spell.
Traditions divine, primal, occult
Cast [two-actions] somatic, verbal; Duration 1 hour
Translucent arms of force appear behind you. These arms can carry weapons or shields and can be used to cast spells. You can reduce the number of actions one spell can be cast by by one somatic action each turn. You can reduce your multi attack penalty by 1 for one attack each round.
Heightened (4th) you reduce your multi attack penalty by one for each attack you make in a round.
Heightened (6th) all somatic actions can be performed by the hands to a minimum of one action for a spell.
Why not? Let’s hit the last two systems I’ve been playing a lot lately. Now Arms of the Goddess for Starfinder!
ARMS OF THE GODDESS M1
School abjuration (force)
Casting Time 1 standard action
Duration 10 minutes/level
You create shimmering arms of force that appear behind you. These arms can hold weapons or shields and cast spells for you. While you have these arms, you can take the full attack action and only receive a -3 to each attach, but you must make the attack with a second weapon. Alternatively, as a full action you can make one attack at a -3 and cast a level 0 spell with any spell requiring an attack roll to be made at a -3.