Concentrate Manipulate Source Player Core pg. 330Range 500 feet;
Area 4 40-foot bursts
Defense basic Reflex
You reach into the skies and call down an array of falling stars that explode upon colliding with the ground. Choose for the falling stars to be airbursts (
sonic), asteroids (
fire), comets (
cold), or plasma (
electricity). The spell gains the trait of the falling star type you chose. The four stars' central 10-foot bursts can't overlap. Each falling star deals 6d10 bludgeoning damage to each creature in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 energy damage of the type you chose to each creature in its 40-foot burst. A creature in any of the areas attempts one basic Reflex save against the spell no matter how many overlapping explosions it's caught in and can take each type of damage only once.
Heightened (+1) The bludgeoning damage increases by 1d10, and the energy damage increases by 2d6.
Foresight [two-actions] Spell 9
Concentrate Manipulate Mental Prediction Source Player Core pg. 332Range touch;
Targets 1 creature
Duration 1 hour
You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a
mental effect. Due to the amount of information this spell requires you to process, you can't have more than one
foresight spell in effect at a time. Casting
foresight again ends the previous
foresight.
While
foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't
off-guard against
undetected creatures or when flanked. In addition, you gain the following reaction.
Foresight [reaction] Trigger The target of
foresight defends against a hostile creature or other danger;
Effect If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the
fortune trait. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the
misfortune trait.