Quicklinks
MAGI License I: Arcane Pulse | Disjunction | Eavesdrop | Entry | Gimmick | Guidance | Ioun Attunement | Locate | Magic Bullet | Plasma Guard | Read Memory | Rebound | Recharge | Tidy | User Projection
MAGI License II: Bio Hack | Construct Control | Enhance All | Heal | Hijack | Manipulate | Metal Coat | Mind Hack | Power Surge | Psychic Scream | Pyrokinesis | Relay Run | Telekinesis
Spells are made up with a variety of features that are explained here.
Manufacture is the DC required to craft the spell chip, the price in parenthesis is the price to purchase the program chip directly instead of attempting to craft it.
Cost is anything that is spent in order to cast the Spell, mostly this is Mana, but it could also be hit points, or other things.
Casting Time is the time the Spell takes to cast. A casting time of action or bonus action refers directly to the time it takes to cast the spell in a combat scenario and are quick to cast. A casting time of a reaction will state what event allows you to use your reaction on the Spell. Lastly, a casting time measured in minutes will take that long to cast.
Requirements states any requirements that must be met in order to cast a spell. These restrictions can be anything from being able to talk, to being able to see in heat vision.
Range states the effective range of a spell, you can not cast a spell beyond its range. If a spell has an area of effect, it will be noted in parenthesis.
Duration is the length of time the spell persists. When a spell is instantaneous, it means the spells has an effect that only exists for an instant.
MAGI Licence I Spells
Arcane Pulse
Manufacture: DC 16 (1,000 ¢)
Cost: 3 Mana
Casting Time: 1 action
Requirements: –
Range: Self (30 feet)
Duration: 1 round
You cause a magical shockwave to blast outwards from yourself up to the spells range away. All devices, excluding bio-modifications, within range (including your own) are disabled and then re-enabled at the start of your next turn.
Creatures within the range of the pulse can see the shockwave and feel a sensation similar to a static shock when the pulse passes them.
Amplify: For each additional Mana you spend the radius of the spell is increased by 15 feet.
Disjunction
Manufacture: DC 18 (1,500 ¢)
Cost: 4 Mana
Casting Time: 1 Action
Requirements: –
Range: 60 Feet
Duration: 1 round
Choose an object that isn’t worn or carried by another creature within range of yourself that is no larger than 5 feet in any dimension. The chosen object is immediately disassembled to it’s small components, and you can move the components to a point within 60 feet of itself. The components hover together and flow through the air in a wave. The objects remain hovering at the chosen point and rotate around in a 5 foot diameter circle until the end of your next turn, where the object is reassembled.
While the object is disassembled in this way, you have advantage on all Technology rolls made to understand or analyze the object.
When the object begins to reassemble, you can have the object reassemble in your hands if you can hold it and it’s within 5 feet of yourself.
Amplify: For each additional Mana you spend you can increase the maximum size of the chosen object by an additional 3 feet in any direction.
Eavesdrop
Manufacture: DC 14 (700 ¢)
Cost: 1 Mana
Casting Time: 1 Action
Requirements: –
Range: 90 Feet
Duration: 1 minute
Choose a surveillance device or a creature with an eye bio-modification that is within range. If the creature is conscious, it must make a Fortitude saving throw. On a failed save or if you target a surveillance device, you lose the sense that matches the experiential data the device is recording but gain the ability to perceive via the chosen surveillance device or bio-modification for the duration of the spell. If the device is monitoring for a sense that you do not have, you become blinded instead.
The surveillance device functions as normal and continues to relay or broadcast information.
If the targeted device is outside the range of this spell, the spell ends.
Amplify: For each additional Mana you spend the duration is increased by 10 minutes.
Entry
Manufacture: DC 16 (1,000 ¢)
Cost: 3 Mana
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: Touch
Duration: Instantaneous
You touch an object within range. The object can be a door, chest, manacles or other object that contains physical locks or barriers. All physical locks or barriers on the objects are undone in the most straightforward method one would expect. Deadbolts are unbolted, and furniture would be pulled away from the object. This is done silently and makes no noise. Once completed the object remains closed, but unlocked.
If the object is locked with any technical or magical means (such as a bio-reader) those locking methods will not be unlocked by this spell. In addition, any traps or triggers that are connected to the door will not be removed.
Gimmick
Manufacture: DC 12 (500 ¢)
Cost: –
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: 30 feet
Duration: 1 minute
You snap your fingers and manifest a small parlour trick. You create one of the following effects within range:
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 minute.
- You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You can cause an object or creature to begin harmlessly glowing or shimmering for 1 minute.
- You can move or shuffle papers, cards, or other small objects. The objects can hover up to 1 foot in the air, or move up to 5 feet away.
- You can place a tiny object into your closed fist and have it teleport into a pocket on your person or vice versa.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Guidance
Manufacture: DC 12 (500 ¢)
Cost: –
Casting Time: 1 Action
Requirements: Know a language that the creature speaks
Range: 60 Feet
Duration: 1 hour
You are able to telepathically send a list of simple instructions to a willingly creature’s mind, such as directions to a location, a recipe, or a grocery list. These instructions can not contain any tasks or skills that are beyond the recipient’s abilities or comprehension. These instructions are tailored to the recipient’s thought process, so they would understand the directions as intended. For the duration of the spell, the creature understands these instructions and can remember them regardless of their Recall. However, the creature will forget the instructions if they do not document or record it.
Ioun Attunement
Manufacture: DC 12 (500 ¢)
Cost: –
Casting Time: 1 Action
Requirements: –
Range: 60 Feet
Duration: Instantaneous, up to 1 minute
You are able to freely communicate with any ioun screen, speaker, or other ioun device that you are relayed into. You create one of the following effects:
- Any of the ioun devices are moved up to 30 feet in any direction of your choice.
- Any of the ioun devices are enabled or disabled.
- Any of the ioun devices change the data being projected to another data it has.
- You think of an experiential data type and project your thoughts through one of the ioun devices.
Locate
Manufacture: DC 18 (1,500 ¢)
Cost: 4 Mana
Casting Time: 1 minute
Requirements: An empty hand that is unrestrained
Range: Touch or Self
Duration: Instantaneous
You can use this spell to mark an object or willingly creature within range or to locate a previously marked object or creature.
When you mark an object or creature, you trace a personal sigil on the target with an unrestrained hand. The sigil then appears glowing on the object or on the forehead of the creature before fading. The object or creature is considered marked by you and the sigil remains in effect for 1 year or until the object is destroyed or the creature dies.
When locating a creature, you retrace your personal sigil in the air and choose a previously marked object or creature. If the object or creature is within 1 astral mile of you, you know the shortest, most direct physical route to its current location. This route uses your knowledge of the path, so it will account for needed transport or structures that need to be moved around.
If the object or creature is more than 1 astral mile away, you instead learn the general direction of the object or creature, and which plane it is on.
If the object or creature is surrounded in 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt, you cannot locate the object or creature.
Magic Bullet
Manufacture: DC 14 (700 ¢)
Cost: 1 Mana
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: 30 Feet
Duration: Instantaneous
You create a glowing bullet made of magical force. The bullet hits a creature of your choice that you can see within range. The bullet deals 2d4+2 laser damage to its target. If the target has a forcefield, this damage is halved. The target must then make a Fortitude saving throw, and on a failed save, the target is knocked back up to 10 feet away. Creatures immune to laser damage or with a forcefield automatically succeeds on this saving throw.
Amplify: For each additional Mana you spend the range is increased by 30 feet.
Plasma Guard
Manufacture: DC 16 (1,000 ¢)
Cost: 1 Mana
Casting Time: 1 reaction, which you take when you take plasma damage.
Requirements: An empty hand that is unrestrained
Range: Self
Duration: 1 round
You create a veil of white mist around yourself in anticipation of the plasma damage. Until the beginning of your next turn, you gain 25 plasma damage reduction. In addition, any plasma attacks are unable to score a critical hit against you.
Amplify: For each additional 1 mana you spend you gain 25 additional plasma damage reduction.
Read Memory
Manufacture: DC 12 (500 ¢)
Cost: –
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: Self
Duration: Instantaneous, up to 1 minute.
Choose a memory strand that you are holding. You instantly read the memory strand, understanding the type of contents on the strand.
While reading a memory strand in this way, you can choose to concentrate for 1 minute, and read one simple data file on the strand or mentally experience one experiential data file. If you are experiencing any experiential data, you know that the experiences are not real and that any thoughts and emotions are not you own.
You are unable to use this spell on any memory strand that is damaged or the data has become corrupted.
Rebound
Manufacture: DC 16 (1,000 ¢)
Cost: 3 Mana
Casting Time: 1 reaction, which you take when a projectile or thrown object moves within 10 feet of yourself
Requirements: An empty hand that is unrestrained
Range: Self (50 feet)
Duration: Instantaneous
You catch the projectile in swirling white strands of light and stop it in its place, then choose a point in space or creature within range.
If you choose a creature within range, make a ranged accuracy attack roll against the creature. On a hit, the creature takes whatever damage the projectile would have done. If the projectile would not normally damage a creature through contact, it will deal 1d10 bludgeoning damage. If you choose a point within range, the projectile is forcefully launched to the chosen point.
Amplify: For each additional Mana you spend the range is increased by 50 feet.
Recharge
Manufacture: DC 14 (700 ¢)
Cost: 1 Mana
Casting Time: 10 minutes
Requirements: The ability to speak Ersatz
Range: Touch
Duration: Instantaneous
You convert and channel your Mana into a battery that you are touching. You must be touching the battery for the full casting of this Spell. Once the spell is complete, the touched battery recharges 6 cells of energy.
Amplify: For each additional Mana you spend the battery recharges an additional 3 cells of energy.
Tidy
Manufacture: DC 12 (500 ¢)
Cost: –
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: 10 feet
Duration: instantaneous
You gesture in the direction of nearby object and perform simple housekeeping tasks instantaneously. You create one of the following effects within range:
- You repair a single break or tear in a non-technical object, such as a cracked bottle, two halves of a broken key, a torn piece of paper or damaged clothes. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
- You clean a soiled object no larger than 1 cubic foot or a soiled surface no larger than 1 square foot.
- You fold and press a pile of clothes no larger than 1 cubic foot.
- You sort a stack of papers, books, and other small objects that weigh less than 1 lb. You can sort it by title, author, date, or other form of categorization.
- You collect dust, glass shards, or any small particles in a space no larger than 1 cubic foot and can push them into a small pile or into a container.
User Projection
Manufacture: DC 18 (1,500 ¢)
Cost: 1 Mana
Casting Time: 1 Action
Requirements: –
Range: 60 Feet
Duration: 1 hour
You cause a ghostly apparition of you to appear next to a device that is within range. The apparition has 1 hit point and 10 AC. This apparition appears to anyone with normal vision, but does not appear on any surveillance device except one that can see magic.
For the duration of the spell, you can use an action to activate, disable, or operate the device as if you were standing right next to it, you are not aware of the surroundings of the device. When not operating the device in this way, you do not have any awareness of the device’s current state. If you travel more than 1 astral mile away from the device or use this spell on any other device, the effects of this spell ends.
Amplify: For each additional Mana you spend the range increases by 60 feet and the duration increases by 1 hour.
MAGI Licence II Spells
Bio Hack
Manufacture: DC 22 (3,000 ¢)
Cost: 3 Mana
Casting Time: 1 action
Requirements: The ability to read Ersatz
Range: 60 feet
Duration: 10 minutes
You cause a translucent green tendril to crawl outwards towards a creature you see within range. It must make an Intelligence saving throw. On a failed save, you learn all bio-modifications that the creature has, if any, and you can choose 1 of its bio-mods to disable. The chosen bio-mod ceases it’s functioning and can not be used for the duration of this Spell.
A creature with a bio-mod disabled by this spell can use its action to make a Networking check against your Spell Save DC. On a successful check, the bio-mod is enabled and the spell ends.
Amplify: For each additional Mana you spend you can choose 1 additional bio-mod to disable.
Construct Control
Manufacture: DC 26 (5,200 ¢)
Cost: 3 Mana
Casting Time: 1 action
Requirements: An empty hand that is unrestrained
Range: 60 feet
Duration: 1 minute
You cause a small gray orb to materialize on one of your finger tip before you flick it towards a construct within range. If the construct has a conscience, this spell immediately fails.
The construct must make an Intelligence saving throw. On a failed save, or if no security is present, you inject yourself as one of the owners and operators of the construct. The construct will react to your commands and act as if you were its owner for the duration of the spell.
For the duration of the spell, the construct will believe any orders from you came from one of it’s regular owners, but would not be able to state which one. If the spell ends before a command you issued is finished, the construct will complete the task anyway.
Amplify: For each additional Mana you spend you can target 1 additional construct within range.
Enhance All
Manufacture: DC 20 (2,200 ¢)
Cost: 5 Mana
Casting Time: 1 Action
Requirements: –
Range: Touch
Duration: 1 hour
You touch a creature and bestow them with enhanced capabilities. All of the target’s ability scores are increased by 4 until the spell ends.
Amplify: For each additional Mana you spend the targets ability scores are increased by an additional 1.
Heal
Manufacture: DC 20 (2,200 ¢)
Cost: 3 Mana
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: 60 Feet
Duration: Instantaneous
You cause a creature within range to rapidly recover. A creature of your choice that you can see within range regains hit points equal to 3 of its recovery die. If the target is at 0 hit points, the target is stabilized instead.
Amplify: For each additional mana you spend the target heals an additional recovery die in hit points.
Hijack
Manufacture: DC 22 (3,000 ¢)
Cost: 2 Mana
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: 240 Feet
Duration: 1 minute
You extend your hand outwards towards a vehicle operating on auto-pilot and cause a translucent green hand to reach out and enter into the vehicle. For the duration of the spell, you can use your action to see as if you were in the drivers seat of the vehicle, and continue to do so until you use your action to return to your normal senses.
While seeing from the targeted vehicle, you can control the vehicle however you want (accelerate, decelerate, turn, etc…) You operate the vehicle without disadvantage, even if you do not have the appropriate licenses to do so while controlling it in this way.
If a passenger in the target vehicle takes manual control of the vehicle, you are unable to control it yourself, but you can use your action to give the driver disadvantage on all Sleight of Hand checks to operate the vehicle as long as you are seeing from the vehicle.
Amplify: For each additional mana you spend the duration is increased by 10 minutes.
Manipulate
Manufacture: DC 18 (1,500 ¢)
Cost: 2 Mana
Casting Time: 1 action
Requirements: The ability to open and close your mouth freely
Range: Self
Duration: 1 hour
You cause a small clear orb to form in front of your mouth. You then speak a brief phrase declaring an emotion (such as fear, anger, pleasure, surprise, disgust, sadness or another emotion approved by your GM) and what object or person the emotion is directed towards. After you speak the words the orb enters your mouth and vanishes.
The next creature you speak to within the next minute is assaulted by the spells magic and must make a Charisma saving throw. On a failed saving throw, the creature begins to feel the declared emotion towards the spoken recipient for the duration of this spell. The emotional shift is internally reasoned by the recipient however it can. At the end of this spells duration, the creature isn’t forced into the chosen emotion state, but may maintain it if the emotions were reinforced during the effects of the spell.
The creature does not know it was affected by this spell after the spells effects end, however the creature may suspect as much if the emotion is particularly odd or uncharacteristic.
Amplify: For each additional Mana you spend you are able to speak to 1 additional creature before your speech ceases to inflict this spells effect.
Metal Coat
Manufacture: DC 22 (3,000 ¢)
Cost: 4 Mana
Casting Time: 1 action
Requirements: –
Range: Self
Duration: 1 minute
Your body becomes coated in a slick metallic liquid. Until the Spell ends, you gain 30 physical damage reduction and can not forcefully be moved. In addition, your body weight is quadrupled and you are considered to have metal skin for the purpose of special effects or physical interactions (such as magnets).
Amplify: For each additional 1 mana you spend you gain 10 additional physical damage reduction.
Mind Hack
Manufacture: DC 30 (7,000 ¢)
Cost: 6 Mana
Casting Time: 1 Action
Requirements: –
Range: 30 feet
Duration: 10 minutes
Choose one creature within range that has any brain or spinal column bio-modifications. The creature must make an Intelligence saving throw. On a failed save, your body falls unconscious and you take control of the creature. The creature is not deprived of its awareness of the situation and knows that its spinal column bio-modification has become compromised, but can not act in any way.
For the duration of the spell, you can experience the world through all of the targets senses and you can use any skills, abilities, or actions that the target is capable of, but you are unable to use or activate any brain or spinal column bio-modifications on the target (such as casting a spell from the targets MAGI).
Other creatures are unable to detect your control of the target unless they view the target through a surveillance device that can see magic.
When the spell ends, the target is aware that it was mind hacked, and knows it was you, if they saw you use the spell.
Amplify: For each additional Mana you spend the duration is increased by 10 minutes.
Power Surge
Manufacture: DC 18 (1,500 ¢)
Cost: 3 Mana
Casting Time: 1 action
Requirements: Must be connected to a device through a bio-channel
Range: Self
Duration: Instant
You cause a crackling green light to run down your bio-channel in attempt to penetrate a device’s wall. Penetrating a device’s security this way is dangerous. Make a DC 14 Fortitude saving throw. On failed save, you take 2d8 psychic damage and your ability to use your MAGI is disabled for 1 hour.
On a successful save, you may choose one firewall program, or if no firewall is active, any program on the connected device and destroy the program chip Instantaneously.
Amplify: For each additional Mana you spend the Fortitude saving throw DC is decreased by 3.
Psychic Scream
Manufacture: DC 26 (5,200 ¢)
Cost: 6 Mana
Casting Time: 1 Action
Requirements: The ability to open and close your mouth freely
Range: Self (30 feet)
Duration: 1 round
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 6d6 psychic damage and is stunned until the end of its next turn. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. Unless you are a Mystic class, you are also targeted by this spell.
Amplify: For each additional Mana you spend the radius is increased by 30 feet.
Pyrokinesis
Manufacture: DC 24 (4,000 ¢)
Cost: 5 Mana
Casting Time: 1 Action
Requirements: An empty hand that is unrestrained
Range: Self (60-foot radius)
Duration: 10 minutes
You gain a translucent flame-like red aura all around your body. Until the spell ends you become immune to fire damage and you can use an action to cause one of the following effects:
- You double or halve the area of bright light and dim light cast by any flames within the spells radius, change its color, or both. The change lasts until the spell ends and follows you as you move.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within any flames within the spells radius and animate as you like. The shapes last until the spell ends and follows you as you move.
- You choose a creature within the radius of this spell. The chosen creature must make a Fortitude saving throw. On a failed save, the creature takes 1d10+10 fire damage. Creatures immune to the effects of intense heat are immune to this damage.
- You can choose a point within the radius of this spell and cause an instantaneous burst of heat. All flammable objects within 10 feet of the chosen point ignite.
- You can choose a fire within the radius of this spell and cause the fire to expand up to 15 feet in all directions and ignite all flammable objects in the area.
- You can choose a point within the radius of this spell and instantaneously snuff out all flames within 10 feet of the chosen point.
Any creature that starts its turn within a fire you started, or moves through a fire you started must make a Fortitude saving throw, taking 1d10+10 fire damage and gaining the skin damage ailment on a failed save.
Amplify: For each additional Mana you spend the duration is increased by 10 minutes.
Relay Run
Manufacture: DC 30 (7,000 ¢)
Cost: 7 Mana
Casting Time: 1 action
Requirements: Have an active relay between two devices
Range: Touch
Duration: Instantaneous
You touch a device that you relayed with another device and then begin to flicker and shift in a glitch-like manner before vanishing. Choose a device that is relayed into the touched device. You materialize instantaneously at a point within 5 feet of the chosen device. If there is no safe place for you to materialize, you take 3d8 psychic damage and materialize where you were standing when you cast this spell.
Amplify: For each additional Mana you spend, you can have another willing creature transport with you. The 5-foot requirement for the destination applies for all creatures transported in this way.
Telekinesis
Manufacture: DC 24 (4,000 ¢)
Cost: 5 Mana
Casting Time: 1 action
Requirements: An empty hand that is unrestrained
Range: 60 feet
Duration: 10 minutes
When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature
You can try to move a Huge or smaller creature. The target must make a Fortitude saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object
You can try to move an object that weighs up to 5,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, the creature must make a Fortitude saving throw. On a failed save, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a bottle.
Amplify: For each additional Mana you spend, the range of this spell is increased by 20 feet.