Two muscular arms consisting of brilliant arcane energy appear on a creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions.
For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make an additional melee weapon attack using the arms.
This spell repairs breaks, tears, and other damage in an object you can see within range, such as a smashed control panel, ripped radiation plating, a corrupted keycard, or a jammed turbine. As long as the damaged object is no larger than 10 feet in any dimension, you mend it, leaving no trace of the former damage and restoring it to full working order. Note that this spell can't restore lost hit points to a damaged ship.
This spell can repair a magic item or construct as
long as the object's magic was present at the time it was broken. The spell does not, however, restore lost charges.
You create a spherical area of clean, breathable air centered on a point within range for the duration. The sphere can have any radius you choose to a maximum of 30 feet. If the point you choose is on an object you are holding or one that isn't being worn or carried, the sphere is centered on the object and moves with it.
Airborne substances such as poisonous gas, smoke, or fog can't enter the sphere, and any such substances already within the sphere's area are destroyed. If such a substance is created by a spell of a higher level than this one, it is unaffected.
The area’s temperature is comfortable, regardless of the outside environment.
You create a cluster of asteroids that fills a 2,000-foot cube. Each ship and mega creature is slowed in this area, every foot of movement in that space costs one extra foot.
Additionally, any mega creature or ship inside the cluster that didn't take Evasive Maneuvers takes 2d8 mega bludgeoning damage at the beginning of its turn.
If an attack is made through the cluster, the target is treated as having half cover.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 500 feet and the damage increases by 1d8 mega points for each slot level above 2nd.
You create a 1,000-foot radius sphere of gas and dust centered on a point within range. The area of the sphere is heavily obscured.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the cloud increases by 1,000 feet for each slot level above 1st.
Choose a spaceship you can see within range. The target’s pilot must make a Dexterity saving throw. On a failed save, the ship’s speed is halved for the duration. If there is a creature in the Pilot role that isn't incapacitated, it can attempt the saving throw again at the end of each of their turns, ending the effect on a success.
This spell causes lights to flicker, blasters to malfunction, and arcane terminals to crash. Choose a piece of magical technology within range. The device malfunctions in unpredictable ways, such that it is unusable for the duration.
This spell filters your presence from the minds of
machines. Choose up to five willing creatures of your choice within range. These targets become silent and invisible to constructs. This spell ends for a target that attacks or casts a spell. Living constructs, such as vect, that would see or hear you can make a Wisdom saving throw to resist the effect of this spell.
You let out a burst of electricity, shocking those nearby and temporarily overloading devices. Each creature within 5 feet of you must make a Dexterity saving throw or take 3d8 lightning damage, or half as much on a successful save. Each piece of magical technology within range is also disabled until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.