Charm [two-actions] Spell 1
Concentrate Emotion Incapacitation Manipulate Mental Subtle Source Player Core pg. 320Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used
hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of
charm, unless it
identifies the spell.
Failure The target's attitude becomes
friendly toward you. If it was friendly, it becomes
helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until your next daily preparations.
Heightened (8th) The duration lasts until your next daily preparations, and you can target up to 10 creatures.
Command [two-actions] Spell 1
Auditory Concentrate Linguistic Manipulate Mental Source Player Core pg. 321Range 30 feet;
Targets 1 creature
Defense Will;
Duration until the end of the target's next turn
You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the
fleeing condition), release what it's holding, drop
prone, or stand in place. It can't
Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.
Success The creature is unaffected.
Failure The creature must spend the first action on its next turn to obey your command.
Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.
Auditory Concentrate Illusion Manipulate Source Player Core pg. 366Duration 10 minutes
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.