Concentrate Fire Manipulate Source Player Core pg. 319Area 15-foot cone
Defense basic Reflex
A gout of flame sprays from your mouth. You deal 2d6 fire damage to creatures in the area with a basic Reflex save.
Heightened (+1) The damage increases by 2d6.
Darkness [three-actions] Spell 2
Concentrate Darkness Manipulate Source Player Core pg. 322Range 120 feet;
Area 20-foot burst
Duration 1 minute
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a
torch or
lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical
light of your
darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with
darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as
concealed.
Concentrate Manipulate Polymorph Source Player Core pg. 335Duration 10 minutes
You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, or orc. You gain the
humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as
goblin or
human). If this transformation reduces your size, it reduces your reach accordingly (typically to 5 feet). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size.
Humanoid form grants you a +4 status bonus to
Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to
Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.
Heightened (3rd) You gain
darkvision or
low-light vision if the form you assume has that ability.
Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the
enlarge spell.
Concentrate Manipulate Poison Source Player Core pg. 358Range touch;
Targets 1 creature
Defense Fortitude
You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes 1d4 poison damage.
Failure The target is afflicted with spider venom at stage 1.
Critical Failure The target is afflicted with spider venom at stage 2.
Spider Venom (
poison) Level 1;
Maximum Duration 4 rounds;
Stage 1 1d4 poison damage and
enfeebled 1 (1 round);
Stage 2 1d4 poison damage and enfeebled 2 (1 round)
Auditory Concentrate Illusion Manipulate Source Player Core pg. 366Duration 10 minutes
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.