Charm [two-actions] Spell 1
Concentrate Emotion Incapacitation Manipulate Mental Subtle Source Player Core pg. 320Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used
hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of
charm, unless it
identifies the spell.
Failure The target's attitude becomes
friendly toward you. If it was friendly, it becomes
helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until your next daily preparations.
Heightened (8th) The duration lasts until your next daily preparations, and you can target up to 10 creatures.
Illusion Manipulate Subtle Source Player Core pg. 339Range touch;
Targets 1 creature
Duration 10 minutes
Illusions bend light around the target, rendering it
invisible. This makes it
undetected to all creatures, though the creatures can attempt to find the target, making it
hidden to them instead. If the target uses a
hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.
Sleep [two-actions] Spell 1
Concentrate Incapacitation Manipulate Mental Sleep Source Player Core pg. 357Range 30 feet;
Area 5-foot burst
Defense Will
Each creature in the area becomes drowsy, possibly nodding off. A creature that falls
unconscious from this spell doesn't fall
prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall
prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.