Concentrate Illusion Manipulate Mental Nonlethal Source Player Core pg. 349Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 minute
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4
persistent mental damage with a Will save.
Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, and the target is
sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.
Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
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.
Concentrate Manipulate Sanctified Spirit Source Player Core pg. 359Range 120 feet;
Targets 1 target
Defense AC;
Duration sustained up to 1 minute
You create a ghostly, magical echo of one weapon you're wielding or wearing and fling it. Attempt a spell attack roll against the target's AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well.
Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.
Heightened (+2) The damage increases by 1d8.