Charm [two-actions] Spell 1
Concentrate Emotion Incapacitation Manipulate Mental Subtle Source Player Core pg. 320Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used
hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of
charm, unless it
identifies the spell.
Failure The target's attitude becomes
friendly toward you. If it was friendly, it becomes
helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until your next daily preparations.
Heightened (8th) The duration lasts until your next daily preparations, and you can target up to 10 creatures.
Heal [one-action] to [three-actions] Spell 1
Healing Manipulate Vitality Source Player Core pg. 335Range varies;
Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the
undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (
concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (
concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Pest Form [two-actions] Spell 1
Concentrate Manipulate Polymorph Source Player Core pg. 348Duration 10 minutes
You transform into the battle form of a Tiny animal, such as
a cat, insect, lizard, or rat. You can decide the specific type of
animal (such as a rat or praying mantis), but this has no effect
on your Size or statistics. While in this form, you gain the
animal trait, and you can't make Strikes. You can Dismiss the spell.
You gain the following statistics and abilities:
- AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
- Speed 20 feet.
- Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
- Low-light vision and imprecise scent 30 feet.
- Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
Runic Body [two-actions] Spell 1
Concentrate Manipulate Source Player Core pg. 354Range touch;
Targets 1 willing creature
Duration 1 minute
Glowing runes appear on the target's body. All its
unarmed attacks become
+1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
Heightened (6th) The unarmed attacks are
+2 greater striking.
Heightened (9th) The unarmed attacks are
+3 major striking.
Concentrate Manipulate Summon Source Player Core pg. 360Range 30 feet
Duration sustained up to 1 minute
You summon a creature that has the
animal trait and whose level is –1 to fight for you.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.