7th

PFS StandardPrismatic Spray  [two-actions] Spell 7

Legacy Content

Evocation Light 
Source Core Rulebook pg. 360
Cast [two-actions] somatic, verbal
Area 30-foot cone
A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.

Prismatic Spray

1d8ColorSaveEffects (Traits)
1RedReflex50 fire damage (fire)
2OrangeReflex60 acid damage (acid)
3YellowReflex70 electricity damage (electricity)
4GreenFortitude30 poison damage and enfeebled 1 for 1 minute (poison)
5BlueFortitudeAffected as if by flesh to stone
6IndigoWillConfused, as the warp mind spell (mental)
7VioletWillSlowed for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation)
8Potent beam-Affected by two beams - roll twice, rerolling any duplicates or results of 8

5th

PFS StandardColor Spray  [two-actions] Spell 1

Legacy Content

Illusion Incapacitation Visual 
Source Core Rulebook pg. 324
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw Will; Duration 1 or more rounds (see below)
Swirling colors affect viewers based on their Will saves.

Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded for 1 minute.

PFS StandardGlitterdust  [two-actions] Spell 2

Legacy Content

Evocation 
Source Core Rulebook pg. 341
Cast [two-actions] somatic, verbal
Range 120 feet; Area 10-foot burst
Saving Throw Reflex
Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.

Critical Success The target is unaffected.
Success The target's invisibility is negated for 2 rounds.
Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.
Critical Failure The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.

PFS StandardHypnotic Pattern  [two-actions] Spell 3

Legacy Content

Illusion Visual 
Source Core Rulebook pg. 344
Cast [two-actions] material, somatic
Range 120 feet; Area 10-foot burst
Saving Throw Will; Duration sustained up to 1 minute
You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves.

Success The target is unaffected.
Failure The target is fascinated by the pattern.
Critical Failure The target is fascinated by the pattern. While it remains fascinated, it can't use reactions.

Cantrips

PFS StandardDancing Lights  [two-actions] Cantrip 1

Legacy Content

Cantrip Evocation Light 
Source Core Rulebook pg. 327
Cast [two-actions] somatic, verbal
Range 120 feet
Duration sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.