Fear [two-actions] Spell 1
Concentrate Emotion Fear Manipulate Mental Source Player Core pg. 331Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is
frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and
fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Legacy Content
Necromancy Negative Source Core Rulebook pg. 344Cast [two-actions] somatic,
verbalRange 500 feet;
Targets any number of living creatures
Saving Throw basic Fortitude
You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to
horrid wilting.
Heightened (+1) The damage increases by 1d10.
Maze [two-actions] Spell 8
Legacy Content
Conjuration Extradimensional Teleportation Source Core Rulebook pg. 350Cast [two-actions] somatic,
verbalRange 30 feet;
Targets 1 creature
Duration sustained
You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a
Survival check or Perception check against your spell DC to escape the maze. The possible outcomes are as follows.
Critical Success The target escapes and the spell ends.
Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.
Failure The target makes no progress toward escape.
Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is.
Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as
plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.
Suggestion [two-actions] Spell 4
Concentrate Incapacitation Linguistic Manipulate Mental Subtle Source Player Core pg. 360Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you tried to control it using a spell.
Success The target is unaffected.
Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.