Confusion [two-actions] Spell 4
Concentrate Emotion Manipulate Mental Source Player Core pg. 321Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 minute
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.
Critical Success The target is unaffected.
Success The target babbles incoherently and is
stunned 1.
Failure The target is
confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.
Concentrate Manipulate Source Player Core pg. 325Range 120 feet;
Targets 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a
counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an
artifact or similar item, you automatically fail.
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.
Concentrate Emotion Fear Illusion Manipulate Mental Visual Source Player Core pg. 342Range 30 feet;
Targets 1 creature
Duration 1 minute
The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a
demon with bloody fangs, but a demon observing the target might see a glowing
angelic visage.
When any creature attempts a
hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.
Success The creature is unaffected.
Failure The creature becomes
frightened 2 before using its action.
Critical Failure The creature becomes frightened 2, and its action fails and is wasted.
Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against
mask of terror.
Concentrate Death Illusion Manipulate Mental Source Player Core pg. 349Range 120 feet;
Targets any number of creatures
Defense Will
You fill the targets' minds with endless images, like countless dreams and lives colliding with each other. The onrushing information deals 16d6 mental damage to each target, depending on its Will save.
Critical Success The target is unaffected.
Success The target takes half damage and can't use reactions until the start of your next turn.
Failure The target takes full damage and is
confused until the start of your next turn.
Critical Failure The target takes double damage and is confused for 1 minute.
Concentrate Illusion Manipulate Mental Source Player Core pg. 349Range 500 feet;
Area 30-foot burst
Defense Will
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (
basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also
stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Heightened (+1) The damage increases by 2d6.
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.
Warp Mind [two-actions] Spell 7
Concentrate Emotion Incapacitation Manipulate Mental Source Player Core pg. 368Range 120 feet;
Targets 1 creature
Defense Will
You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes.
Warp mind's effects happen instantly, so
dispel magic and other effects that
counteract spells can't counteract them. However,
wish rituals and abilities that can remove non-magical effects can still counteract the effects.
Critical Success The target is unaffected.
Success The target spends the first action on its next turn with the
confused condition.
Failure The target is confused for 1 minute.
Critical Failure The target is confused permanently.