Concentrate Electricity Manipulate Source Player Core pg. 319Range 500 feet;
Targets 1 creature, plus any number of additional creatures
Defense basic Reflex
You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity then arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.
Heightened (+1) The damage increases by 1d12.
Force Barrage [one-action] to [three-actions] Spell 1
Concentrate Force Manipulate Source Player Core pg. 332Range 120 feet;
Targets 1 creature
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
Implosion [two-actions] Spell 9
Concentrate Manipulate Source Player Core pg. 338Range 30 feet;
Targets 1 corporeal creature
Defense basic Fortitude;
Duration sustained up to 1 minute
You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time each round you Sustain the spell, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with
implosion. You can't target a creature that's
incorporeal, gaseous, or liquid, or otherwise lacking a solid form.
Heightened (+1) The damage increases by 10.
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.
Slither [three-actions] Spell 5
Concentrate Manipulate Shadow Source Player Core pg. 357Range 120 feet;
Area 20-foot burst
Defense Reflex;
Duration 1 minute
A mass of snakes made of shadow rise up to capture creatures in the area. Each creature in the area when you Cast the Spell takes 3d6 piercing damage and 1d6
persistent poison damage from a biting snake, and it's
grabbed or
restrained depending on its Reflex save. A creature that ends its turn in the area must also attempt this save, even if it's already grabbed or restrained by the snakes. You can Dismiss the spell.
Success The creature is unaffected.
Failure The creature takes full damage and is grabbed by a snake. The snakes'
Escape DC is equal to your spell DC. A creature can attack a snake to release the creature. A snake's AC is equal to your spell DC, and it's destroyed if it takes 12 or more damage at once. New snakes continually regrow as long as the spell lasts, so destroying snakes doesn't prevent slither from capturing more creatures.
Critical Failure As failure, but the creature takes double damage and is restrained by a snake.
Heightened (+2) The persistent poison damage increases by 1d6 and snake HP increases by 6.
Concentrate Manipulate Source Player Core pg. 365Range touch;
Targets 1 creature touched
Duration 10 minutes
You repel hindrances that would affect a creature. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them
immobilized,
grabbed, or
restrained, they automatically succeed unless the effect is
magical and of a higher rank than the
unfettered movement spell.
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.