Concentrate Illusion Manipulate Mental Nonlethal Source Player Core pg. 349Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 minute
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4
persistent mental damage with a Will save.
Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, and the target is
sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.
Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
Sleep [two-actions] Spell 1
Concentrate Incapacitation Manipulate Mental Sleep Source Player Core pg. 357Range 30 feet;
Area 5-foot burst
Defense Will
Each creature in the area becomes drowsy, possibly nodding off. A creature that falls
unconscious from this spell doesn't fall
prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall
prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
Legacy Content
Evocation Force Source Core Rulebook pg. 373Cast [two-actions] somatic,
verbalRange 120 feet
Duration sustained up to 1 minute
A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a
club, a
dagger, or your deity's favored weapon.
When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.
The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals 2d8 force damage. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a
versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.
The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.
Heightened (+2) The weapon's damage increases by 1d8.