10th

PFS StandardAlter Reality  [three-actions] Spell 10

Legacy Content

Divination 
Source Core Rulebook pg. 317
Cast [three-actions] material, somatic, verbal
You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:
  • Duplicate any spell from the occult list of 9th level or lower to which you have access.
  • Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.
  • Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non-occult spell 7th level or lower.
  • Reverse certain effects that refer to the wish spell
At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.

9th

PFS StandardPhantasmal Calamity  [two-actions] Spell 6

Concentrate Illusion Manipulate Mental 
Source Player Core pg. 349
Range 500 feet; Area 30-foot burst
Defense Will
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Heightened (+1) The damage increases by 2d6.

PFS StandardWeird  [two-actions] Spell 9

Legacy Content

Death Emotion Fear Illusion Mental 
Source Core Rulebook pg. 385
Cast [two-actions] somatic, verbal
Range 120 feet; Targets any number of creatures
Saving Throw Will
You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the targets' worst fears. Only the targets can see their assailants. Each target takes 16d6 mental damage and must attempt a Will save.

Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1.
Failure The target takes full damage and is frightened 2.
Critical Failure The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is frightened 2, and it's also fleeing until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies.

8th

PFS StandardPhantasmal Killer  [two-actions] Spell 4

Legacy Content

Death Emotion Fear Illusion Mental 
Source Core Rulebook pg. 357
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 living creature
Saving Throw Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.

Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.
Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure.