I miss drawing aggro like we could do in 4e. Let’s bring that back.
Target
1st-level enchantment
Casting Time:1 action Range:30 feet Components:V, S Duration: 1 minute
Up to three creatures of your choice that you can see within range must make Wisdom saving throws. Also choose one willing creature in range to the the target.
Whenever a creature that fails this saving throw makes an attack roll that does not include the target, it has disadvantage on that attack roll.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Casting Time:1 action Range:touch Components:V, S Duration:Instantaneous
You focus your energy into your fist and unleash the full furry of your power into the target. Make a melee spell attack against the target. On a hit, the target takes 1d12 force damage.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Evocation Force Traditions arcane, occult Bloodline imperial Deity Nethys Cast
somatic, verbal Range touch; Targets 1 creature or target
You focus your energy into your fist and unleash the full furry of your power into the target. Make a spell attack roll. You deal 1d6 + your spellcasting ability modifier force damage to the target.
Critical Success The target takes double damage and is pushed 10 feet.
Sometimes you just survive. Wizards need a way to survive as well.
Craft Gruel
1st level transmutation
Casting Time:1 action Range: touch Components: V, S, M (4 pounds of inorganic matter) Duration: Instantaneous
You transmute your random matter into 3 pounds of a thin gruel. It is not tasty, but it fills up to three regular humanoids for one day. After one hour the gruel returns to the normal matter if not consumed.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can use an additional pound of inorganic matter and create one additional pound of gruel feeding one additional medium creature for every slot level above 1st.
I haven’t seen too many spells that you cast in a starship. Let’s make that happen!
Targeting Jammer Classes Technomancer 1 School enchantment Casting Time 1 helm phase action Range 20 hexes Duration 1 round Targets one gunner on a starship Saving Throw Will disbelief; Spell Resistance no Description You scramble the targeting computer making it harder to see your ship. If the target fails its save, the attacks this target makes this round are made with a -5 penalty.
How about disappearing in Starfinder for just a second?
Sudden Disappearance
Classes Mystic 0, Technomancer 0, Witchwarper 0 School illusion Casting Time reaction Range self Effect illusory sounds Duration one attack Saving Throw Will disbelief; Spell Resistance no
Description
You quickly flicker in reality making an enemy have a harder time targeting you. An attacking enemy must make a saving throw. On a failure, the attack roll has a -2 penalty.
I want to make sure my wizard dodges. Let’s make illusion better at level one!
Sudden Disappearance
Illusion cantrip
Casting Time: 1 reaction, which you take when you are targeted by an attack Range: Self Components: V, S Duration: the one attack
You quickly flicker in and out of sink with reality to an enemy that is targeting you with an attack. The target must make a Wisdom saving throw. If the target fails, the attacker has disadvantage on the attack.
A creature you touch is protected from death. When the creature could be reduced to zero hit points, the target is not completely destroyed, and the source of that damage finishes, that target regains 1d4 hit points.
Instantaneous duration damaging spells cause this spell to instantly occur once the damage completes and prevents the target from gaining the wounded condition, but spells that do continuous damage like ice storm or environmental conditions or effects like crushing rocks will cause this spell to only heal the target once the effect is removed if removed before the end of the spell but the target still gains the wounded condition but regains the hit points. Once the spell is triggered, the spell ends.
Heightened (+1) The number of targets increases by 1.
A creature you touch is protected from death. When the creature could be reduced to zero hit points, the target is not completely destroyed, and the source of that damage finishes, that target regains 1d4 hit points.
Instantaneous duration damaging spells cause this spell to instantly occur once the damage completes, but spells that do continuous damage like ice storm or environmental conditions or effects like crushing rocks will cause this spell to only heal the target once the effect is removed if removed before the end of the spell. Once the spell is triggered, the spell ends
This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by 1 for each slot level above 1st.
somatic, verbal, material Range 200 feet; Targets 1 creature
Make a spell attack. If you hit, the target is afflicted elfshot, which eats away at the targets body. The arrow leaves no hole on the body, but if the body is cut open an arrow hole can clearly be seen in the organs and heart. Unless the caster is seen casting this spell, the target is unaware that they have been afflicted with this spell. The target does not make a Fortitude save when hit. Instead, each night at moonrise, the target must make a Fortitude save.
Elfshot (disease); Level 11. Saving Throw DC 24 Fortitude; Onset 1 day; The target can’t recover from the drained or dying condition from elfshot until the disease is cured. Unlike with regular dying, you are not unconscious when you have the dying condition from this disease until you reach dying 4 where you die. The only way to completely cure the disease completely is with a treat disease action using the plants feverfew, red nettles and waybread as components in the treatment as even a critical save will not completely remove the disease. .