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).
Frostbite [two-actions] Cantrip 1
Cantrip Cold Concentrate Manipulate Source Player Core pg. 332Range 60 feet;
Targets 1 creature
Defense basic Fortitude
An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.
Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.
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.
Shield [one-action] Cantrip 1
Cantrip Concentrate Force Source Player Core pg. 356Duration until the start of your next turn
You raise a magical shield of force. This counts as using the
Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the
Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
Attack Cantrip Concentrate Manipulate Source Player Core pg. 363Range 30 feet;
Targets 1 creature
Defense AC
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.
Void Warp [two-actions] Cantrip 1
Cantrip Concentrate Manipulate Void Source Player Core pg. 366Range 30 feet;
Targets 1 living creature
Defense basic Fortitude
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also
enfeebled 1 until the start of your next turn.
Heightened (+1) The damage increases by 1d4.