Choose a spaceship you can see within range. The target’s engineer must make a Wisdom saving throw. If there is
no creature in that role, the save automatically fails. On a failed save, choose two of the taret’s systems: those systems are disabled for the duration. If there is a creature in the Engineer 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional system for each slot level above 3rd.
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
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 2nd.
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.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
You disrupt the flow of energy around one ship you can see within range. The target’s engineer must make a Wisdom saving throw. If there is no creature in that role, the save automatically fails. On a failed save, the target’s shield generator is disabled for the duration. If there is a creature in the Engineer 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.
) Choose a spaceship you can see within range. The target’s gunners must each make a Wisdom saving throw. On a failed save, a gunner has disadvantage on all attack rolls with ship-mounted guns for the duration. As long as a gunner isn’t incapacitated, they can attempt the saving throw again at the end of each of their turns, ending the effect for themselves on a success.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. 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.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. 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 Healing increases by 1d8 for each slot level above 1st.
(So anyway, I started blasting...) You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a ranged spell attack against one creature you can see within 60 feet, dealing 1d8 force damage on a hit.
Your finger gun is considered to be a blaster (but not magical technology) for spells and effects which influence blasters.
The spell's damage increases by 1d8 as follows:
5th - 2d8
11th - 3d8
17th - 4d8
You wave your hand and conjure a sophisticated arcane weapon, constructed of brilliant compressed light, which hovers in the air in an unoccupied space within 10 feet of you. The weapon fires a crackling beam of energy at a target you choose within 60 feet of it, making a ranged spell attack using your spell attack bonus. The weapon is the point of origin for this attack, therefore, the attack can target a creature that isn't within your line of sight, as long as it is within the weapon’s line of sight. On a hit, the target takes 3d6 force damage. After this attack, this weapon dissipates.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d6 force damage or each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. 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 Healing increases by 1d4 for each slot level above 1st.
For a moment, the colors around you shift in a rainbow swirl, before coming to rest far from their original hues. The colors of all creatures and objects you choose within range change randomly and remain brightly and unnaturally colored for the duration. Additionally, each affected creature you choose must make a Dexterity saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of its next turn.