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.
Legacy Content
Conjuration Teleportation Source Core Rulebook pg. 328Cast [two-actions] somatic,
verbalRange 120 feet
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an
extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.
Legacy Content
Illusion Source Core Rulebook pg. 352Cast 1 minute (
somatic,
verbal)
Range 30 feet;
Targets 2 creatures or objects
Duration until the next time you make your daily preparations
You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target. Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target. A creature reading the aura can attempt to disbelieve the illusion. You can Dismiss the spell from up to a mile away.
Concentrate Curse Manipulate Mental Misfortune Source Player Core pg. 347Range touch;
Targets 1 creature
Defense Will
You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.
Critical Success The target is unaffected.
Success For 10 minutes, the target must roll twice and use the worse result whenever attempting a
Deception,
Diplomacy,
Intimidation, or
Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance,
unfriendly instead of
indifferent).
Failure As success, but the effect is permanent.
Critical Failure As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.
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.