Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 round
range: 30
source: Player Core pg. 370
spell_type: Cantrip
target: 1 ally
type: Spell
You perform rapidly, speeding up your ally. The ally becomes quickened and can use the additional action to Strike, Stride, or Step.
Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 5-foot burst
legacy_name: Acid Splash
range: 30
saving_throw: basic Reflex
source: Player Core pg. 319
spell_type: Cantrip
tradition: ArcanePrimal
type: Spell
You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage.
Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Silence in Snow
range: 30
saving_throw: Reflex
source: Player Core pg. 386
spell_type: Cantrip
target: 1 creature
type: Spell
Freezing sleet and heavy snowfall collect on the target’s feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save.
Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and a –5-foot circumstance penalty to its Speeds until the spell ends. Critical Failure The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
legacy_name: Inspire Courage
source: Player Core pg. 370
spell_type: Cantrip
type: Spell
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Nonlethal
Attacks with this weapon are nonlethal (page 407), and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
duration: 1 round
range: 60
saving_throw: Will
source: Player Core pg. 322
spell_type: Cantrip
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 30-foot emanation
source: Player Core pg. 323
spell_type: Cantrip
tradition: ArcaneDivineOccultPrimal
type: Spell
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 30-foot emanation
duration: 1 round
source: Player Core pg. 370
spell_type: Cantrip
type: Spell
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in the area.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: The Inscribed One
range: 30
source: Player Core pg. 386
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron deigns to whisper a few secrets. The target can Recall Knowledge, Seek, or Sense Motive as a free action. The target gains a +1 status bonus to the statistic used for the roll (a skill or Perception) on the roll and as long as you Sustain the spell. The target is temporarily immune to discern secrets for 1 minute.
Heightened (5th) You can target two creatures instead of one.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
range: 60
saving_throw: AC
source: Player Core pg. 325
spell_type: Cantrip
target: 1 creature
tradition: Divine
type: Spell
You unleash a beam of divine energy. Make a ranged spell attack against the target’s AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: basic Reflex
source: Player Core pg. 328
spell_type: Cantrip
target: 1 or 2 creatures
tradition: ArcanePrimal
type: Spell
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: The Resentment
range: 30
saving_throw: Will
source: Player Core pg. 386
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron’s resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can’t be reduced below 1 while the spell is active and you can see the target.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
legacy_name: Ghost Sound
range: 30
school: illusion
source: Player Core pg. 331
spell_type: Cantrip
tradition: ArcaneOccult
type: Spell
You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can’t include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
range: 30
source: Player Core pg. 332
spell_type: Cantrip
target: 1 ally and 1 enemy
tradition: DivineOccult
type: Spell
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.
Heightened (6th) The status bonus increases to +2.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Ray of Frost
range: 60
saving_throw: Fortitude
source: Player Core pg. 332
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.
Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
0
saving_throw: AC
source: Player Core pg. 333
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
range: 30
source: Player Core pg. 334
spell_type: Cantrip
target: 1 creature
tradition: DivineOccultPrimal
type: Spell
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
duration: 1 round
school: illusion
source: Player Core pg. 370
spell_type: Cantrip
type: Spell
You mime an invisible 10-foot-by-10-foot wall adjacent to you and within your reach. The wall is solid to those creatures that don’t disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that disbelieves the illusion is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn’t block creatures that didn’t see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell’s rank, and HP equal to quadruple the spell’s rank.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
element: Fire
legacy_name: Produce Flame
range: 30
saving_throw: AC
source: Player Core pg. 336
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target’s AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell’s damage dice to d6s.
Critical Success The target takes double damage and 1d4 persistent fire damage. Success The target takes full damage.
Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Know Direction
source: Player Core pg. 340
spell_type: Cantrip
tradition: DivineOccultPrimal
type: Spell
In your mind’s eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies.
Heightened (3rd) You can choose a location you were at within the last week.
Heightened (7th) You can choose a location you were at regardless of how long ago you were there.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Light
Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 120
source: Player Core pg. 340
spell_type: Cantrip
tradition: ArcaneDivineOccultPrimal
type: Spell
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
range: 120
school: illusion
source: Player Core pg. 343
spell_type: Cantrip
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target. While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell’s range increases to 500 feet.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Spinner of Threads
range: 30
saving_throw: Will
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
The barest spin of your patron’s spool is enough to alter fate. When the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends.
If you cast nudge fate while a previous casting of this hex is still in effect, the previous effect ends.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 10
source: Player Core pg. 351
spell_type: Cantrip
target: 1 object (cook, lift, or tidy only)
tradition: ArcaneDivineOccultPrimal
type: Spell
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
legacy_name: Inspire Defense
source: Player Core pg. 371
spell_type: Cantrip
type: Spell
Your song moves allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell’s rank to physical damage.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 minute
range: 30
source: Player Core pg. 352
spell_type: Cantrip
target: 1 object
tradition: ArcaneDivineOccultPrimal
type: Spell
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
source: Player Core pg. 356
spell_type: Cantrip
tradition: ArcaneDivineOccult
type: Spell
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Heightened (+2) The shield’s Hardness increases by 5.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Darkness
Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Starless Shadow
range: 30
saving_throw: Will
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron blankets the target’s eyes in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling.
Success The target is unaffected. Failure The target is shrouded in murky darkness. It treats bright light as dim light, and unless it has greater darkvision, all creatures are concealed to it.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
0
source: Player Core pg. 357
spell_type: Cantrip
target: 1 creature or object
tradition: ArcaneDivineOccultPrimal
type: Spell
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened rank.
Heightened (3rd) The sigil instead fades after 1 month.
Heightened (5th) The sigil instead fades after 1 year.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 hrs.
source: Player Core pg. 371
spell_type: Cantrip
type: Spell
You maintain a brisk performance that keeps allies on the move. You and your allies in the area can Hustle for the spell’s duration, in addition to your other exploration activities (your exploration activity is Sustaining this spell). You and your allies then become temporarily immune for 1 day. If you enter an encounter while performing this song, you can use your Performance modifier for the initiative roll. You and your affected allies also receive a +1 status bonus to that initiative roll.
Heightened (6th) You can Sustain the Spell for up to 2 hours.
Heightened (9th) You can Sustain the Spell for up to 4 hours.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
source: Player Core pg. 371
spell_type: Cantrip
type: Spell
You bolster your allies’ physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Reposition, Shove, and Trip.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
range: 30
source: Player Core pg. 359
spell_type: Cantrip
target: 1 dying creature
tradition: DivinePrimal
type: Spell
Life energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Faith's Flamekeeper
range: 30
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron fills a creature with fervor, empowering their blows. The target gains a +2 status bonus to damage rolls.
Heightened (+2) The status bonus to damage increases by 1.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
source: Player Core pg. 361
spell_type: Cantrip
tradition: ArcaneDivineOccult
type: Spell
You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays for only you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.
Heightened (5th) The instrument is instead a virtuoso handheld instrument.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
element: Wood
legacy_name: Tanglefoot
range: 30
saving_throw: AC
source: Player Core pg. 362
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.
Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition. Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty. Failure The target is unaffected.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Mage Hand
range: 30
source: Player Core pg. 362
spell_type: Cantrip
target: 1 unattended object of Light bulk or less
tradition: ArcaneOccult
type: Spell
You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: AC
source: Player Core pg. 363
spell_type: Cantrip
target: 1 creature
tradition: ArcaneOccult
type: Spell
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target’s AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage. Success You deal full damage.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
source: Player Core pg. 372
spell_type: Cantrip
type: Spell
Your music sets a fast pace. You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 round
legacy_name: Inspire Competence
range: 60
source: Player Core pg. 372
spell_type: Cantrip
target: 1 ally
type: Spell
Your performance makes allies feel they can succeed at anything. This counts as having prepared to Aid your ally on a skill check of your choice. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed. The GM might rule that you can’t use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
legacy_name: Disrupt Undead
range: 30
saving_throw: Fortitude
source: Player Core pg. 366
spell_type: Cantrip
target: 1 creature that is undead or otherwise has void healing
tradition: DivinePrimal
type: Spell
You demolish the target’s corrupted essence with energy from Creation’s Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
legacy_name: Chill Touch
range: 30
saving_throw: Fortitude
source: Player Core pg. 366
spell_type: Cantrip
target: 1 living creature
tradition: ArcaneDivineOccult
type: Spell
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Wilding Steward
range: 30
saving_throw: Will
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron’s majesty—or their displeasure—comes in a growl from your throat, making other creatures reluctant to harm you. The target must attempt a Will save; if the creature is an animal, fungus, or plant, it takes a –1 circumstance penalty to its save.
Critical Success The target is unaffected. Success When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll. Failure As success, but the target also becomes sickened 1 each time it damages you. Critical Failure As failure, but the sickened value is 2.