Concentrate Manipulate Void Source Player Core pg. 334Area 30-foot line
Defense Fortitude
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1
persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half the void damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double void damage and double persistent bleed damage.
Heightened (+1) The void damage increases by 2d4, and the persistent bleed damage increases by 1.
Paralyze [two-actions] Spell 3
Concentrate Incapacitation Manipulate Mental Source Player Core pg. 348Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
You block the target's motor impulses before they can leave its mind, freezing target in place. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is
stunned 1.
Failure The target is
paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Heightened (7th) You can target up to 10 creatures.
Legacy Content
Death Necromancy Negative Source Core Rulebook pg. 380Cast [two-actions] somatic,
verbalRange touch;
Targets 1 living creature
Saving Throw basic Fortitude
Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Heightened (+1) The damage increases by 2d6.