Focus

PFS StandardAthletic Rush  [one-action] Focus 1

Uncommon Cleric Focus Manipulate 
Source Player Core pg. 377
Duration 1 round
Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action.

PFS StandardSplash of Art  [two-actions] Focus 1

Legacy Content

Uncommon Cleric Illusion Visual 
Source Core Rulebook pg. 397
Cast [two-actions] somatic, verbal
Range 30 feet; Area 5-foot burst
Saving Throw Will; Duration varies
A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll 1d4 to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color.

Splash of Art

1d4ColorFailureCritical Failure
1WhiteDazzled 1 roundDazzled 1 minute
2RedEnfeebled 1 for 1 roundEnfeebled 2 for 1 round
3YellowFrightened 1Frightened 2
4BlueClumsy 1 for 1 roundClumsy 2 for 1 round

Cantrips

PFS StandardDivine Lance  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 325
Range 60 feet; Targets 1 creature
Defense AC
You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.