Bane [two-actions] Spell 1
Aura Concentrate Manipulate Mental Source Player Core pg. 317Area 10-foot emanation
Defense Will;
Duration 1 minute
You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls as long as they are in the area. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet and force enemies in the area that weren't yet affected to attempt another saving throw.
Bane can counteract
bless.
Bless [two-actions] Spell 1
Aura Concentrate Manipulate Mental Source Player Core pg. 318Area 15-foot emanation
Duration 1 minute
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet.
Bless can counteract
bane.
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.
Concentrate Manipulate Sanctified Spirit Source Player Core pg. 325Area 40-foot emanation
Defense Fortitude;
Duration varies
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. You deal 7d10 spirit damage to your enemies in the area; each enemy must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is enfeebled 2 for 1 minute.
Critical Failure The creature takes double damage and is enfeebled 2 for 1 minute. If you're on your home plane and the creature is not, the creature is sent back to its home plane. A creature of 10th level or lower must also succeed at a Will save or be
paralyzed for 1 minute; if it critically fails, it dies (this is a
death effect).
Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.
Concentrate Manipulate Mental Source Player Core pg. 326Cast 10 minutes
Range planetary;
Targets 1 creature you know by name and have met in person
Duration until your next daily preparations
You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.
Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually.
Heal [one-action] to [three-actions] Spell 1
Healing Manipulate Vitality Source Player Core pg. 335Range varies;
Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the
undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (
concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (
concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Concentrate Illusion Manipulate Visual Source Player Core pg. 337Range 30 feet;
Targets 1 willing creature
Duration 1 hour
You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance.
Casting
illusory disguise counts as setting up a disguise for the
Impersonate use of
Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Heightened (3rd) The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Illusion Manipulate Subtle Source Player Core pg. 339Range touch;
Targets 1 creature
Duration 10 minutes
Illusions bend light around the target, rendering it
invisible. This makes it
undetected to all creatures, though the creatures can attempt to find the target, making it
hidden to them instead. If the target uses a
hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.
Uncommon Concentrate Detection Manipulate Mental Source Player Core pg. 343Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 round or sustained up to 1 minute
With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your
mind reading for 1 hour.
Critical Success The target perceives vague surface thoughts from you when you Cast the Spell.
Success You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours.
Failure You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence is higher than, equal to, or lower than yours.
Critical Failure As failure, and for the duration of the spell, you can Sustain the spell to detect the target's surface thoughts again. The target doesn't receive any additional saves.
Legacy Content
Healing Necromancy Source Core Rulebook pg. 354Cast [two-actions] somatic,
verbalRange touch;
Targets 1 creature
You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.
Legacy Content
Healing Necromancy Source Core Rulebook pg. 363Cast 10 minutes (
material,
somatic,
verbal)
Range touch;
Targets 1 creature
Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn't remove the curse from the item.
Legacy Content
Healing Necromancy Source Core Rulebook pg. 364Cast [two-actions] somatic,
verbalRange touch;
Targets 1 creature
You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.
Auditory Concentrate Illusion Manipulate Source Player Core pg. 366Duration 10 minutes
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.