Desiccate [two-actions] Spell 8
Concentrate Manipulate Void Source Player Core pg. 323Range 500 feet;
Targets any number of living creatures
Defense basic Fortitude
You pull the moisture from the targets' bodies, dealing 10d10 void damage. Creatures made of water (such as
water elementals) and
plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as
earth elementals) are immune to
desiccate.
Heightened (+1) The damage increases by 1d10.
Fear [two-actions] Spell 1
Concentrate Emotion Fear Manipulate Mental Source Player Core pg. 331Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is
frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and
fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Quandary [two-actions] Spell 8
Concentrate Extradimensional Manipulate Teleportation Source Player Core pg. 351Range 30 feet;
Targets 1 creature
Duration sustained
You transport the target into an extraplanar puzzle room of mysterious origin, locking them there. Once each turn as a single action, the target can attempt an
Occultism check, Perception check, or
Thievery check against your spell DC to solve the puzzle.
Teleportation effects can't carry the target outside the puzzle room unless they can also traverse the planes, such as
interplanar teleport. When the spell ends, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.
Critical Success The target solves the puzzle and escapes.
Success The target is on the right path to the solution. If it was already on the right path, it solves the puzzle and escapes.
Failure The target makes no progress toward a solution.
Critical Failure The target makes no progress and, if it was on the right path, it no longer is.
Suggestion [two-actions] Spell 4
Concentrate Incapacitation Linguistic Manipulate Mental Subtle Source Player Core pg. 360Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you tried to control it using a spell.
Success The target is unaffected.
Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.