Chill Touch [two-actions] Cantrip 1
Legacy Content
Cantrip Necromancy Negative Source Core Rulebook pg. 323Cast [two-actions] somatic,
verbalRange touch;
Targets 1 living or undead creature
Saving Throw Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
- Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
- Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The negative damage to living creatures increases by 1d4.
Daze [two-actions] Cantrip 1
Cantrip Concentrate Manipulate Mental Nonlethal Source Player Core pg. 322Range 60 feet;
Targets 1 creature
Defense Will;
Duration 1 round
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also
stunned 1.
Heightened (+2) The damage increases by 1d6.
Cantrip Concentrate Detection Manipulate Source Player Core pg. 323Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect
illusion magic only if that magic's effect has a lower rank than the rank of your
detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an
invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an
imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Shield [one-action] Cantrip 1
Cantrip Concentrate Force Source Player Core pg. 356Duration until the start of your next turn
You raise a magical shield of force. This counts as using the
Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the
Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.