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.
Message [one-action] Cantrip 1
Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle Source Player Core pg. 343Range 120 feet;
Targets 1 creature
Duration see below
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell's range increases to 500 feet.
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.
Attack Cantrip Concentrate Manipulate Source Player Core pg. 363Range 30 feet;
Targets 1 creature
Defense AC
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damageāas appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.