Confusion [two-actions] Spell 4
Concentrate Emotion Manipulate Mental Source Player Core pg. 321Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 minute
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.
Critical Success The target is unaffected.
Success The target babbles incoherently and is
stunned 1.
Failure The target is
confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.
Concentrate Illusion Manipulate Mental Source Player Core pg. 346Cast 10 minutes
Range planetary;
Targets 1 creature you know by name
Defense Will;
Duration 1 day
You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.
Critical Success The target is unaffected and is temporarily immune for 1 week.
Success The target has the nightmares but has no adverse effects other than unpleasant memories.
Failure The target has the nightmares and awakens
fatigued.
Critical Failure The target has the nightmares, awakens fatigued, and is
drained 2 until it is no longer fatigued.
Sleep [two-actions] Spell 1
Concentrate Incapacitation Manipulate Mental Sleep Source Player Core pg. 357Range 30 feet;
Area 5-foot burst
Defense Will
Each creature in the area becomes drowsy, possibly nodding off. A creature that falls
unconscious from this spell doesn't fall
prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall
prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
Concentrate Manipulate Teleportation Source Player Core pg. 363Range 120 feet
You instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied 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 then temporarily immune for 1 hour.
Concentrate Death Emotion Fear Manipulate Mental Source Player Core pg. 366Range 120 feet;
Targets 1 living creature
Defense Will
You force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by this spell, its vision becomes reality and kills it instantly.
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 takes double damage, is frightened 4, and is
fleeing for as long as it's frightened.
Heightened (+1) The damage increases by 2d6.