5th

PFS StandardChromatic Wall  [three-actions] Spell 5

Legacy Content

Abjuration 
Source Core Rulebook pg. 323
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 10 minutes
You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall's effects.

Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall.
  1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of wind can counteract an orange chromatic wall.
  3. Yellow The wall stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

Heightened (7th) The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color; the results for 5–8 are below. A red, orange, yellow, or green wall deals an extra 10 damage.
  1. Blue The wall stops auditory, petrification, sonic, and visual effects from passing through, and creatures passing through are subject to the effects of flesh to stone. Magic missile can counteract a blue chromatic wall.
  2. Indigo The wall stops divination and mental effects from passing through, and those passing through are subject to the effects of warp mind. Searing light can counteract an indigo chromatic wall.
  3. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of plane shift . Dispel magic can counteract a violet chromatic wall.
  4. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves.

PFS StandardSearing Light  [two-actions] Spell 3

Legacy Content

Attack Evocation Fire Good Light 
Source Core Rulebook pg. 367
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage.

Critical Success The target takes double fire damage, as well as double good damage if a fiend or undead.
Success The target takes full damage.

If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
Heightened (+1) The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.

3rd

PFS StandardHeal  [one-action] to [three-actions] Spell 1

Healing Manipulate Vitality 
Source Player Core pg. 335
Range 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.

Cantrips

PFS StandardLight  [two-actions] Cantrip 1

Cantrip Concentrate Light Manipulate 
Source Player Core pg. 340
Range 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).