Daze [two-actions] Cantrip 1
Cantrip Concentrate Manipulate Mental Nonlethal Source Player Core pg. 322Range 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.
Cantrip Concentrate Detection Manipulate Source Player Core pg. 323Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect
illusion magic only if that magic's effect has a lower rank than the rank of your
detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an
invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an
imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Figment [two-actions] Cantrip 1
Cantrip Concentrate Illusion Manipulate Subtle Source Player Core pg. 331PFS Note If a visual figment occupies the entirety of a 5x5 cube, it can provide cover or concealment, but not both, for a medium or smaller creature. It does not block line of sight.
Range 30 feet
Duration sustained
You create a simple illusory sound or vision. A sound adds the
auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the
visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to
Create a Diversion with the illusion, gaining a +2 circumstance bonus to your
Deception check. If the attempt fails against a creature, that creature disbelieves the figment.
Phase Bolt [two-actions] Cantrip 1
Attack Cantrip Concentrate Manipulate Source Dark Archives (Remastered) pg. 106Range 60 feet;
Targets 1 creature
Defense AC
You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 3d4 piercing damage.
Critical Success The target takes double damage.
Success The target takes full damage.
Heightened (+1) The bolt’s damage increases by 1d4.
Cantrip Concentrate Manipulate Source Player Core pg. 362Range 30 feet;
Targets 1 unattended object of Light bulk or less
Duration sustained
You create a floating, magical hand, either
invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.