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. 352Cast 1 minute
Range 30 feet;
Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to
Identify Magic on the item. If the object is
illusory, you detect this only if the effect's rank is lower than the rank of your
read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
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.