4th

PFS StandardAnimate Dead  [three-actions] Spell 1

Legacy Content

Necromancy 
Source Advanced Player's Guide pg. 214
Cast [three-actions] material, somatic, verbal
Range 30 feet
Duration sustained up to 1 minute
Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is –1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.
Heightened (2nd) Level 1
Heightened (3rd) Level 2
Heightened (4th) Level 3
Heightened (5th) Level 5
Heightened (6th) Level 7
Heightened (7th) Level 9
Heightened (8th) Level 11
Heightened (9th) Level 13
Heightened (10th) Level 15


PFS StandardBone Spray  [two-actions] Spell 2

Concentrate Manipulate 
Source Impossible Magic pg. 126
Area 15-foot cone
Defense basic Reflex
You fire a torrent of jagged bone shards from your hands that rips through the fleshy bodies of your enemies. The spray deals 2d10 piercing damage and 1 persistent bleed damage to all creatures in the area, with a basic Reflex save.
Heightened (+1) The piercing damage increases by 1d10, and the persistent bleed damage increases by 1.

PFS LimitedBoneshaker  [two-actions] or [three-actions] Spell 2

Legacy Content

Uncommon Necromancy 
Source Pathfinder #176: Lost Mammoth Valley pg. 76
Range 100 feet; Targets 1 creature with a skeleton
Saving Throw Fortitude
You reach out a hand and seize a creature's skeleton from afar, harming their body and potentially wrenching them by the bones to move them against their will. The number of actions you spend when Casting this Spell determines the spell's effects. Regardless of the number of actions spent to Cast this Spell, the target must attempt a Fortitude save.

[two-actions] (somatic, verbal) You clench your fist, painfully compressing the target's bones and dealing 3d8 bludgeoning damage.
[three-actions] (material, somatic, verbal) As the 2-action version, plus you pull the target's body by their bones, moving them around like an awkward marionette. This movement follows the rules for forced movement.

Critical Success The target is unaffected.
Success The target takes half damage. If you cast the 3-action version, you can move the target up to 5 feet; it can choose to fall prone to avoid moving.
Failure The target takes full damage and is enfeebled 1. If you cast the 3-action version, you can move the target up to 15 feet; it can fall prone to avoid moving.
Critical Failure The target takes double damage and is enfeebled 2. If you cast the 3-action version, you can move the target up to 25 feet, then knock the target prone; if you attempt to move the target to a hazardous location, such as into a pool of acid or off a cliff, it can fall prone to avoid moving.
Heightened (+2) The damage increases by 3d8.

PFS StandardEnervation  [two-actions] Spell 4

Legacy Content

Necromancy Negative 
Source Advanced Player's Guide pg. 218
Cast [two-actions] somatic, verbal
Area 30-foot line
Saving Throw Fortitude
Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes 2d8 persistent negative damage.
Failure The creature takes 4d8 persistent negative damage and becomes drained 1.
Critical Failure The creature takes 4d8 persistent negative damage and becomes drained 2 and doomed 1.
Heightened (+2) The persistent negative damage increases by 1d8 on a success, or by 2d8 on a failure or critical failure.

3rd

PFS StandardBind Undead  [two-actions] Spell 3

Concentrate Manipulate 
Source Player Core pg. 318
Range 30 feet; Targets 1 mindless undead creature with a level no greater than bind undead’s spell rank
Duration 1 day
With a word of power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.

PFS StandardBlindness  [two-actions] Spell 3

Concentrate Incapacitation Manipulate 
Source Player Core pg. 318
Range 30 feet; Targets 1 creature
Defense Fortitude
You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.

Critical Success The target is unaffected.
Success The target is blinded until its next turn begins.
Failure The target is blinded for 1 minute.
Critical Failure The target is blinded permanently.

PFS StandardEnvenom Companion  [two-actions] Spell 3

Concentrate Manipulate Poison 
Source Impossible Magic pg. 136
Range 30 feet; Targets your companion or eidolon
Duration 1 minute
You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed Strike that deals piercing or slashing damage, that Strike deals an additional 1d8 poison damage. A creature that's damaged by this poison must attempt a Fortitude save against your spell DC. On a failure, it's also clumsy 1 for 1 round.

This spell can't target familiars.
Heightened (+3) The poison damage increases by 1d8, and the clumsy value imposed on a failed save increases by 1.

PFS StandardVampiric Touch  [two-actions] Spell 3

Legacy Content

Death Necromancy Negative 
Source Core Rulebook pg. 380
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living creature
Saving Throw basic Fortitude
Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Heightened (+1) The damage increases by 2d6.

Cantrips

PFS StandardBoost Eidolon  [one-action] Cantrip 1

Uncommon Cantrip Concentrate Summoner 
Source Impossible Magic pg. 185
Range 100 feet; Targets your eidolon
Duration 1 round
You focus deeply on the link between you and your eidolon and boost the power of your eidolon’s attacks. Your eidolon gains a +2 status bonus to damage rolls with their unarmed attacks. If your eidolon’s Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
Special Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.

PFS StandardChill Touch  [two-actions] Cantrip 1

Legacy Content

Cantrip Necromancy Negative 
Source Core Rulebook pg. 323
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living or undead creature
Saving Throw Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
  • Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
  • Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.

Heightened (+1) The negative damage to living creatures increases by 1d4.

PFS StandardDaze  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Mental Nonlethal 
Source Player Core pg. 322
Range 60 feet; Targets 1 creature
Defense Will; Duration 1 round
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.

PFS StandardElectric Arc  [two-actions] Cantrip 1

Cantrip Concentrate Electricity Manipulate 
Source Player Core pg. 328
Range 30 feet; Targets 1 or 2 creatures
Defense basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.

PFS StandardForbidding Ward  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 332
Range 30 feet; Targets 1 ally and 1 enemy
Duration sustained up to 1 minute
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
Heightened (6th) The status bonus increases to +2.

PFS StandardLight  [two-actions] Cantrip 1

Cantrip Concentrate Light Manipulate 
Source Player Core pg. 340
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

PFS StandardReinforce Eidolon  [one-action] Cantrip 1

Uncommon Cantrip Concentrate Summoner 
Source Impossible Magic pg. 185
Range 100 feet; Targets your eidolon
Duration 1 round
You focus deeply on the link between you and your eidolon and reinforce your eidolon’s defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance 1 to all damage equal to half the spell’s rank (minimum 1).
Special Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.