Attack Cantrip Concentrate Manipulate Morph Source Player Core pg. 333Range touch;
Targets 1 creature
Defense AC
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2
persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
Guidance [one-action] Cantrip 1
Cantrip Concentrate Source Player Core pg. 334Range 30 feet;
Targets 1 creature
Duration until the start of your next turn
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Light [two-actions] Cantrip 1
Cantrip Concentrate Light Manipulate Source Player Core pg. 340Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds
bright light in a 20-foot radius (and
dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four
light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
Tangle Vine [two-actions] Cantrip 1
Attack Cantrip Concentrate Manipulate Plant Wood Source Player Core pg. 362Range 30 feet;
Targets 1 creature
Defense AC
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.
Critical Success The target gains the
immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to
Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.