Focus

PFS StandardLay on Hands  [one-action] Focus 1

Uncommon Champion Focus Healing Manipulate Vitality 
Source Player Core 2 pg. 255
Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with powerful vitality, capable of healing a living creature or damaging an undead creature with a touch.
  • Willing Living Creature The target regains 6 Hit Points. If the target is someone other than yourself, it also gains a +2 status bonus to AC for 1 round.
  • Undead Creature The target takes 1d6 vitality damage with a basic Fortitude save; on a failure, the target also takes a –2 status penalty to AC for 1 round.

Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

PFS StandardLitany Against Wrath  [one-action] Focus 3

Legacy Content

Uncommon Champion Evocation Good Litany 
Source Core Rulebook pg. 388
Cast [one-action] verbal
Range 30 feet; Targets 1 creature that isn't holy
Saving Throw Will; Duration 1 round
Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute.

Critical Success The target is unaffected.
Success The first time the target uses an action that deals damage to at least one creature that isn't unholy, the target takes 3d6 spirit damage.
Failure Each time the target uses an action that deals damage to at least one creature that isn't unholy, the target takes 3d6 spirit damage.
Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one creature that isn't unholy, the target takes 3d6 spirit damage.
Heightened (+1) The damage increases by 1d6.

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.

PFS StandardDetect Magic  [two-actions] Cantrip 1

Cantrip Concentrate Detection Manipulate 
Source Player Core pg. 323
Area 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).

PFS StandardDisrupt Undead  [two-actions] Cantrip 1

Legacy Content

Cantrip Necromancy Positive 
Source Core Rulebook pg. 331
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 undead creature
Saving Throw Fortitude
You lance the target with energy. You deal 2d6 vitality damage. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.

PFS StandardTanglefoot  [two-actions] Cantrip 1

Legacy Content

Attack Cantrip Conjuration Plant 
Source Core Rulebook pg. 377
Cast [two-actions] somatic, verbal
Range 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.