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.
Gale Blast [two-actions] Cantrip 1
Air Cantrip Concentrate Manipulate Source Player Core 2 pg. 246Area 5-foot emanation
Defense Fortitude
Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes 1d6 bludgeoning damage, with a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is
pushed 5 feet away from you.
Critical Failure The creature takes double damage and is pushed 10 feet away from you.
Heightened (+1) The damage increases by 1d6.
Cantrip Concentrate Detection Manipulate Source Player Core pg. 352Cast 1 minute
Range 30 feet;
Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to
Identify Magic on the item. If the object is
illusory, you detect this only if the effect's rank is lower than the rank of your
read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Spout [two-actions] Cantrip 1
Cantrip Concentrate Manipulate Water Source Player Core 2 pg. 252Range 30 feet;
Area a 5-foot cube
Defense basic Reflex
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a
basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn.
You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.
Heightened (+1) The damage increases by 1d4.