Acid Splash [two-actions] Cantrip 1
Legacy Content
Acid Attack Cantrip Evocation Source Core Rulebook pg. 316Cast [two-actions] somatic,
verbalRange 30 feet;
Targets 1 creature
You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Heightened (3rd) The initial damage increases to 2d6, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 3d6, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 4d6, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 5d6, the persistent damage increases to 5, and the splash damage increases to 4.
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).
Legacy Content
Attack Cantrip Cold Evocation Source Core Rulebook pg. 362Cast [two-actions] somatic,
verbalRange 120 feet;
Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals 2d4 cold damage.
Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.
Tanglefoot [two-actions] Cantrip 1
Legacy Content
Attack Cantrip Conjuration Plant Source Core Rulebook pg. 377Cast [two-actions] somatic,
verbalRange 30 feet;
Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack 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.