Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
duration: 1 min.
element: Air
range: 60
source: Player Core pg. 314
spell_type: Spell
target: the triggering creature
tradition: ArcaneDivinePrimal
trigger: A creature within range enters an environment where it can't breathe.
type: Spell
A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.
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: 20-foot burst
component: 10 minutes
duration: 8 hrs.
0
source: Player Core pg. 314
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.
Heightened (3rd) You can specify a trigger for which types of creatures sound the alarm spell, as described in Setting Triggers on page 303.
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.
Prediction
Effects with this trait determine what is likely to happen in the near future.
component: 10 minutes
source: Player Core pg. 316
spell_type: Spell
tradition: DivineOccult
type: Spell
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM’s best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won’t be particularly good or bad results).
The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it’s possible to get a different result.
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.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 316
spell_type: Spell
tradition: Divine
type: Spell
You transform into an avatar of your deity, assuming a Huge battle form. You have hands in this battle form and can take manipulate actions. You can Dismiss this spell.
You gain the following statistics and abilities regardless of which deity’s battle form you assume:
AC = 25 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more attacks specific to your deity’s battle form, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the enfeebled condition, for example) unless they have the finesse trait, and all ranged attacks are Dexterity based.
Athletics modifier of +35, unless your own is higher.
You also gain the specific abilities listed for your deity below:Player Core
Alseta Speed 40 feet, dimensional Speed 60 feet; Melee dagger (agile, finesse, reach 15 feet, thrown 40 feet, versatile P), Damage 6d6+6 piercing; Ranged portal toss (range 60 feet), Damage 6d6+3 bludgeoning. When casting the avatar spell, a worshipper of Alseta gains the following additional abilities. The dimensional Speed allows the avatar of Alseta to cast dimension door at will as a divine innate spell, spending a single action to move up to 60 feet. The portal toss Strike causes the creature to fall through a series of portals before landing in the same spot and taking damage.
Arqueros When casting the avatar spell, a worshipper of Arqueros typically becomes a resplendent figure clad head to toe in gleaming golden armor, gripping a diamond-bladed spear in a gauntleted hand and a mighty shield in the other. They gain the following additional abilities. Arqueros Speed 60 feet, immune to immobilized; shield (15 Hardness, can’t be damaged); Melee spear (reach 15 feet), Damage 6d8+6 piercing; Ranged gaze of the stalwart guardian (range 60 feet, visual), Damage 6d6+3 mental
Falayna When casting the avatar spell, a worshipper of Falayna is typically girded in a silver breastplate and fashionable attire. They clutch a razor-edged longsword in hands bedecked in jeweled rings. They gain the following additional abilities. Falayna Speed 70 feet, air walk; Melee longsword (reach 15 feet, versatile piercing), Damage 6d8+6 slashing; Ranged ring salvo (range 120 feet), Damage 6d6+3 bludgeoning
Gendowyn When casting the avatar spell, a worshipper of Gendowyn typically becomes a being of earth and living flora, with furry, hooved legs and control over nature. They gain the following additional abilities. Gendowyn Speed 60 feet, burrow 30 feet, climb 30 feet; Melee whip of lashing vines (disarm, finesse, nonlethal, reach 20 feet, trip), Damage 6d4+6 slashing; Ranged nature’s wrath unbound (range 60 feet, ranged trip, versatile piercing, versatile slashing), Damage 6d6+3 bludgeoning
Ragathiel When casting the avatar spell, a worshipper of Ragathiel typically grows five wings of flame upon their back and wields a flaming bastard sword. They gain the following additional abilities. Ragathiel Speed 30 feet, fly 70 feet; Melee bastard sword (reach 15 feet, silver, two-handed d12), Damage 5d8+6 slashing plus 1d8 fire; Ranged flames of righteous vengeance (range 60 feet), Damage 4d6+3 fire plus 1d6 fire splash damage. The caster is immune to this splash damage.
Suyuddha When casting the avatar spell, a worshipper of Suyuddha typically has shining golden eyes, tiger-like markings upon their flesh, and wears armor composed of fractal angles. They gain the following additional abilities. Suyuddha Speed 70 feet, air walk; Melee tekko-kagi (agile, disarm, finesse, parry, reach 15 feet, trip), Damage 6d4+6 slashing; Ranged calculated countermeasures (range 60 feet, versatile bludgeoning, versatile slashing), Damage 6d6+3 piercing
Vildeis When casting the avatar spell, a worshipper of Vildeis typically sprouts blood-soaked wings from their back. Celestial sigils carved into their flesh recount every worthy sacrifice they’ve ever made. They gain the following additional abilities. Vildeis Speed 30 feet, fly 70 feet; Melee dagger (agile, finesse, reach 15 feet, thrown 40 feet, versatile slashing), Damage 5d4+6 piercing plus 1d6 persistent bleed damage; Ranged cry of the martyred (range 120 feet), Damage 5d6+3 sonic plus 1d6 persistent mental
Diomazul Speed 70 feet, swim Speed 40 feet, burrow Speed 40 feet; Melee eighty-blade war dance (forceful, reach 15 feet, versatile P), Damage 6d8+6 slashing; Ranged principle of retribution (damages only creatures who have previously attacked you, range 120 feet), Damage 6d6+3
Likha Speed 70 feet, immune to immobilized; Melee trunk (disarm, reach 20 feet), Damage 6d6+6 bludgeoning plus grasping trunk; Grasping Trunk A Large or smaller creature hit by the avatar’s trunk is grabbed. If the avatar moves, it can bring the grabbed creature along with it.
Mahathallah Speed 30 feet, fly Speed 70 feet, automatically succeeds at all flat checks to attack a hidden or concealed creature; Ranged hideous vision (range 120 feet, visual), Damage 6d6+3 mental
Narakaas When casting the avatar spell, a worshipper of Narakaas transforms into a creature with four stag-like legs and bone antlers. Their face becomes featureless, and their body is composed of thousands of shattered pieces of themselves, bound together with radiant gold light. They gain the following additional abilities. Narakaas Speed 70 feet, air walk; Melee greataxe (reach 15 feet, sweep), Damage 5d12+6 slashing; Ranged shattering introspection (range 120 feet), Damage 5d6+3 mental plus 1d6 persistent mental
Pathfinder #189: Dreamers of the Nameless Spires
Findeladlara When casting the avatar spell, a worshiper of Findeladlara transforms into a towering and beautiful elven woman armed with a staff. They gain the following additional abilities Findeladlara Speed 70 feet, air walk; Melee [one-action] staff (two-hand d8), Damage 6d4+6 bludgeoning; Ranged [one-action] whirling snowflakes (range 120 feet), Damage 6d6+3 cold
Firebrands
Arshea When casting the avatar spell, a worshipper of Arshea becomes a fluid, shifting humanoid that changes appearance, gender, and form moment by moment, though the caster can choose one specific form if desired. Dressed in gossamer sashes, scarves, and veils, each form wields a flail and possesses magnificent, wispy wings of gray and silver feathers. They gain the following additional abilities. Arshea Speed 30 feet, fly 70 feet, immune to forced movement, immune to immobilized; Melee flail (disarm, reach 15 feet, sweep, trip), Damage 6d6+6 bludgeoning; Melee gossamer veil (disarm, finesse, grapple, nonlethal, reach 20 feet, trip), Damage 6d4+6 slashing; Ranged gaze of abandon (nonlethal, range 120 feet, visual), Damage 6d6+3 mental.
Jin Li When casting the avatar spell, a worshipper of Jin Li becomes a glorious dragon carp. With three gills on each side of their neck, they gain billowing orange and yellow fins, bulging eyes, and shimmering golden scales. Capable of breathing above and below water, swimming through the water, and flopping across the ground, their body is muscular and constantly moving. They gain the following additional abilities. Jin Li Speed 30 feet, swim 60 feet, ignore difficult terrain and greater difficult terrain; can breathe underwater; Melee smashing flop (backswing, reach 15 feet, shove), Damage 6d8+6 bludgeoning; Ranged mighty splash (range 60 feet), Damage 4d6+3 bludgeoning plus 1d6 bludgeoning splash. The caster is immune to this splash damage.
Marishi When casting the avatar spell, a worshipper of Marishi becomes stronger and more muscular, with powerful arm and leg muscles to propel them across the battlefield. To enable that mobility, they gain colorful, comfortable attire that’s close-fitting to the body (to stay out of the way), and they boast a collar of colorful ribbons, woven together like the ribbons of the maypole that symbolizes Marishi’s worship. They wear spiked gauntlets on their hands and a wide leather belt around their waist. They gain the following additional abilities. Marishi Speed 70 feet, climb 50 feet, swim 50 feet, air walk; Melee spiked gauntlet (agile, free-hand, reach 15 feet), Damage 6d4+6 piercing; Ranged strain of exertion (nonlethal, range 120 feet), Damage 6d6+3 mental
Picoperi When casting the avatar spell, a worshipper of Picoperi becomes youthful in appearance with overlarge sparkling eyes, a wide smile, dimpled cheeks, and a messy mop of hair. They wear a colorful yellow and green vest, and their movements trail sparkles or produce comical sounds. They often display signs of mischief and raucous play, such as dirt smears across their cheeks, grass stains on their clothes, worn fabric, or scuffed knees. Their pockets are filled with innocent tools of mischief like water balloons, sticks, stones, or elastics. They gain the following additional abilities. Picoperi Speed 70 feet, immune to immobilized, air walk; Melee cunning prank (finesse, nonlethal, reach 15 feet, versatile P or S), Damage 6d4+6 bludgeoning; Ranged uncontrollable laughter (nonlethal, range 60 feet), Damage 6d6+3 mental
Thisamet When casting the avatar spell, a worshipper of Thisamet becomes middle-aged and nondescript, with festive but understated attire, deep laugh lines, and eyes that sparkle with mirth. They carry a serving platter overflowing with the bounty of a feast, including ripe fruits, slow-roasted meats, spiced vegetables, rich stews, and a multitude of fresh-baked pies. The food carried on this platter doesn’t weigh down the caster, never spills, and never empties. They gain the following additional abilities. Thisamet Speed 60 feet, ignore difficult terrain and greater difficult terrain, air walk; serving platter shield (15 Hardness, can’t be damaged); Melee serving platter (nonlethal, reach 15 feet, shove, two-hand d6), Damage 6d4+6 bludgeoning; Ranged fresh-baked pie (range 60 feet), Damage 4d4+3 bludgeoning plus 2d4 fire
Yelayne When casting the avatar spell, a worshipper of Yelayne becomes dressed in fashionable attire of exquisite craftsmanship and entirely unique design, tailored to their personal tastes. These clothes usually include detailed embroidery, colorful ribbons, intricate beadwork, or artful pleating, along with a flowing cloak, robe, or skirt. The patterning of the fabrics and decorative details showcases the caster’s achievements and life events. Their hair, if possible, and their attire billow in a constant and playful breeze. They gain the following additional abilities. Yelayne Speed 60 feet, fly 70 feet; Melee whip of entangling threads (disarm, finesse, nonlethal, reach 20 feet, trip), Damage 6d4+6 slashing plus Grab; Ranged gust of captivated wind (range 120 feet, versatile S), Damage 6d6+3 bludgeoning plus Push
Highhelm
Angradd When casting the avatar spell, a worshipper of Angradd typically becomes clad in full-plate made of pure flame, emitting a comfortable heat for the caster and their allies while feeling like a roaring inferno to foes. They gain the following additional abilities. Angradd Speed 40 feet, immune to fire; Melee greataxe (reach 15 feet, sweep), Damage 6d12+6 slashing; Ranged flaming salvo (range 60 feet), Damage 4d6+3 fire plus 2d6 persistent fire damage.
Bolka When casting the avatar spell, a worshipper of Bolka’s skin typically turns golden brown and grows long ringlets of blonde hair. They gain the following additional abilities. Bolka Speed 60 feet, immune to mental; Melee light mace (agile, finesse, reach 15 feet, shove), Damage 6d6+6 bludgeoning; Ranged wedding bell (auditory, nonlethal, range 120 feet), Damage 6d6+3 sonic
Dranngvit When casting the avatar spell, a worshipper of Dranngvit’s eyes turn white, with a gaze that seems to judge every broken promise. They gain the following additional abilities. Dranngvit Speed 50 feet, immune to mental; Melee light pick (agile, fatal d8, reach 15 feet), Damage 6d4+6 piercing; Ranged collector’s toll (range 80 feet), Damage 6d6+3 mental
Droskar When casting the avatar spell, a worshipper of Droskar has their skin turn the grimy gray of forge ash and sweat. They gain the following additional abilities. The Taskmaster’s Grasp causes the target to become immobilized for 1 round unless they succeed at a Reflex saving throw. Droskar Speed 50 feet, immune to immobilized; Melee hammer of toil (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged taskmaster manacles (range 120 feet), Damage 5d6+3 bludgeoning plus Taskmaster’s Grasp
Folgrit When casting the avatar spell, a worshipper of Folgrit gains an ageless appearance, seeming both youthful and worldly at the same time. They gain the following additional abilities. The chastising shout Strike causes the target to become enfeebled unless they succeed at a Will saving throw. Folgrit Speed 60 feet, immune to negative; Melee matriarch staff (reach 15 feet, two-hand d8), Damage 6d6+6 bludgeoning; Ranged chastising shout (120 feet), Damage 5d6+6 mental and enfeebled 1
Grundinnar When casting the avatar spell, a worshipper of Grundinnar becomes cleansed of all grime and speaks in a voice that cuts through even the loudest din of combat. They gain the following abilities. The demand for peace Strike causes the target to become stupefied unless they succeed at a Will saving throw. Grundinnar Speed 60 feet, immune to flat-footed; Melee light hammer (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged demand for peace (120 feet), Damage 5d6+6 mental damage and stupefied 1
Kols When casting the avatar spell, a worshipper of Kols typically becomes a living embodiment of justice, with a tome of laws to protect the innocent, a gavel to subdue the guilty, and the wisdom and courage to discern which is which. They gain the following additional abilities. Kols Speed 50 feet, ignore difficult terrain and greater difficult terrain, immune to immobilized; Melee decisive gavel (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged pronounce judgment (nonlethal, range 120 feet), Damage 6d6+3 sonic
Magrim When casting the avatar spell, a worshipper of Magrim gains a dour expression, lacking any mirth, and their skin turns a pallid, corpse-like color. They gain the following abilities. Magrim Speed 60 feet, immune to drained and fatigue; Melee worker’s hammer (shove, reach 15 feet), Damage 6d6+6 bludgeoning; Ranged soul blast (range 60 feet), Damage 6d6 force
Trudd When casting the avatar spell, a worshipper of Trudd gains dark, loam-colored skin, their muscles accentuated with steel blue light. They gain the following additional abilities. The crushing hammer Strike causes the target to become clumsy unless they succeed at a Fortitude saving throw. Trudd Speed 55 feet, immune to mental; shield (15 hardness, can’t be damaged); Melee crushing hammer (reach 15 feet, shove), Damage 5d8+6 bludgeoning and clumsy 1; Ranged shield toss (range 60 feet), Damage 6d6+6 bludgeoning
Rage of Elements
Hshurha The imperceptible form ability allows the caster to spend a single action casting invisibility at will as a divine innate spell. Hshurha no land speed, fly Speed 70 feet, imperceptible form; Melee twisting gale (agile, shove, thrown 20 feet, versatile S), Damage 4d6+6 bludgeoning plus Grab; Ranged cruel outburst (air, range 120 feet), Damage 4d6+3 bludgeoning plus 2d6 sonic splash damage
Laudinmio The avatar of Laudinmio manifests with a shard bomb in each hand but must Interact to draw a new one. The avatar is immune to the shard bomb’s splash damage. Speed 60 feet, ignore difficult terrain and greater difficult terrain; Ranged shard bomb (range 120 feet, splash), Damage 4d6+3 slashing plus 3 slashing splash damage
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
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.
area: 10-foot emanation
duration: 1 min.
saving_throw: Will
source: Player Core pg. 317
spell_type: Spell
tradition: DivineOccult
type: Spell
You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls as long as they are in the area. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet and force enemies in the area that weren’t yet affected to attempt another saving throw. Bane can counteract bless.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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: 1 creature that isn't on its home plane
range: 30
saving_throw: Will
source: Player Core pg. 317
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while Casting this Spell and add a cost to the spell to give the creature a –2 circumstance penalty to its save. The cost must be a specially gathered object that is anathema to the creature. This spell fails if you aren’t on your home plane when you cast it.
Critical Success The target resists being banished and you are stunned 1. Success The target resists being banished. Failure The target is banished. Critical Failure The target is banished and can’t return by any means to the plane it’s banished from for 1 week.
Heightened (9th) You can target up to 10 creatures. The extra cost affects targets to which it is anathema.
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 days.
range: 30
source: Player Core pg. 318
spell_type: Spell
target: 1 mindless undead creature with a level no greater than bind undead ’s spell rank
tradition: ArcaneDivineOccult
type: Spell
With a word of power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
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.
area: 15-foot emanation
duration: 1 min.
source: Player Core pg. 318
spell_type: Spell
tradition: DivineOccult
type: Spell
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet. Bless can counteract bane.
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.
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.
area: up to a 60-foot burst
duration: 1 min.
legacy_name: Blade Barrier
range: 120
saving_throw: Reflex
source: Player Core pg. 318
spell_type: Spell
tradition: Divine
type: Spell
Manifestations of divine force appear in the hundreds, swirling in a massive, protective sphere. These typically look like spiky fragments, but often take on an appearance themed to the deity of the caster. The sphere is hollow, with the manifestations forming a shell 2 inches deep on the outer edge. You can choose to make the burst smaller, in 5-foot increments, when you cast it.
The shell provides cover and can intersect solid terrain without affecting it. The shell deals 7d8 force damage to each creature who intersects with the shell when the sphere’s created, or who attempts to move through the shell. The creature also takes the damage at the end of its turn, but only if it didn’t already take damage from the shell that turn. The effects are determined by a creature’s Reflex save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage, is pushed up to 10 feet in the direction of your choice, and ends its movement. Critical Failure The creature takes double damage, is pushed up to 20 feet in the direction of your choice, and ends its movement.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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: Fortitude
source: Player Core pg. 318
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You blind the target. The effect is determined by the target’s Fortitude save. The target then becomes temporarily immune for 1 minute.
Critical Success The target is unaffected. Success The target is blinded until its next turn begins. Failure The target is blinded for 1 minute. Critical Failure The target is blinded permanently.
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.
range: 30
requirement: You can bleed
saving_throw: Will
source: Player Core pg. 318
spell_type: Spell
target: the triggering creature
tradition: ArcaneDivineOccult
trigger: A creature deals piercing, slashing, or persistent bleed damage to you
type: Spell
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
Critical Success The target is unaffected. Success The target takes half the persistent bleed damage. Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Critical Failure As failure, but the target takes double the persistent bleed damage.
Heightened (+2) The persistent bleed damage increases by 2d6.
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.
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: 60
source: Player Core pg. 319
spell_type: Spell
target: the triggering creature
tradition: Divine
trigger: A living creature within range would die
type: Spell
Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore 5d8 Hit Points to the target. You can’t use breath of life if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.
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.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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: 10-foot burst
duration: 1 min.
legacy_name: Calm Emotions
range: 120
saving_throw: Will
source: Player Core pg. 319
spell_type: Spell
tradition: DivineOccult
type: Spell
You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.
Critical Success The creature is unaffected. Success Calming urges impose a –1 status penalty to the creature’s attack rolls. Failure Any emotion effects that would affect the creature are suppressed and the creature can’t use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm. Critical Failure As failure, but hostility doesn’t end the effect.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
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.
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.
range: 120
saving_throw: Will
source: Player Core pg. 319
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible to only them. The target takes 10d6 mental damage depending on its Will save. A creature cursed by this spell can’t benefit from circumstance or status bonuses, for the duration noted in the degree of success.
Critical Success The target is unaffected. Success The target takes half damage, is frightened 1, and is cursed for 1 round. Failure The target takes full damage, is frightened 3, and is cursed for 1 week. Critical Failure The target takes double damage, is frightened 4, and is cursed for an unlimited duration. While the curse remains, the target’s allies are also affected by the curse while within 15 feet of the creature.
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.
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.
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.
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.
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
lesson: Lesson of Shadow
range: 120
saving_throw: AC
source: Player Core pg. 320
spell_type: Spell
target: 1 creature
tradition: Divine
type: Spell
You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack. The ray deals 5d6 cold damage. If the target has the holy trait, you deal an extra 5d6 spirit damage.
Critical Success The target takes double damage. Success The target takes full damage.
If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell’s target.
Heightened (+1) The cold damage increases by 2d6, and the spirit damage against holy creatures increases by 2d6.
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.
legacy_name: Neutralize Poison
0
source: Player Core pg. 320
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
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: 1 cubic foot
legacy_name: Purify Food and Drink
range: 10
source: Player Core pg. 320
spell_type: Spell
tradition: DivinePrimal
type: Spell
You transform all food and beverages in the area into delicious fare, changing water into wine or another fine beverage, or enhancing the food’s taste and ingredients to make it a gourmet treat. You can also choose to remove all toxins and contaminations from the food. This spell doesn’t prevent future contamination, natural decay, or spoilage, nor does it make the food any more nutritious.
Heightened (+2) Add another cubic foot to the area, which must be contiguous with the rest.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
legacy_name: Remove Fear
0
source: Player Core pg. 320
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
You drive mental contamination from the target’s mind. Attempt to counteract an effect of your choice imposing one of these conditions on the target: fleeing, frightened, and stupefied. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed. This spell can’t counteract or suppress conditions that are part of curses, diseases, or a natural state of the target.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
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.
patron_theme: Faith's Flamekeeper
range: 30
saving_throw: Will
source: Player Core pg. 321
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You shout a command that’s hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone, or stand in place. It can’t Delay or take any reactions until it has obeyed your command. The effects depend on the target’s Will save.
Success The creature is unaffected. Failure The creature must spend the first action on its next turn to obey your command. Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.
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.
component: 1 hour
range: 30
source: Player Core pg. 321
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).
Heightened (4th) You can feed 12 Medium creatures.
Heightened (6th) You can feed 50 Medium creatures.
Heightened (8th) You can feed 200 Medium creatures.
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.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
element: Water
0
source: Player Core pg. 322
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.
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.
range: 30
saving_throw: Will
source: Player Core pg. 322
spell_type: Spell
target: 1 creature
tradition: Divine
type: Spell
You assault the target’s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.
Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage; if the target can cast divine spells, it’s stupefied 1 for 1 round. Critical Failure The target takes double damage, is stupefied 1 for 1 round, and can’t cast divine spells for 1 round.
To many deities, casting this spell on a follower of your own deity without significant cause is anathema.
Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).
An action with this trait requires a degree of mental concentration and discipline.
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.
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: 20-foot burst
duration: 1 min.
range: 120
source: Player Core pg. 322
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell’s rank or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed.
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. 322
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You grant yourself supernatural sight in areas of darkness. You gain darkvision.
Heightened (3rd) The spell’s range is touch and it targets 1 willing creature.
Heightened (5th) The spell’s range is touch and it targets 1 willing creature. The duration is until your next daily preparations.
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: Fortitude
source: Player Core pg. 322
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
The target loses its hearing. It must attempt a Fortitude save, and it is then temporarily immune for 1 minute.
Critical Success The target is unaffected. Success The target is deafened for 1 round. Failure The target is deafened for 10 minutes. Critical Failure The target is deafened permanently.
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.
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.
range: 30
source: Player Core pg. 323
spell_type: Spell
target: 1 object or creature
tradition: DivinePrimal
type: Spell
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.
Heightened (2nd) You learn the number and types of poison.
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: 120
source: Player Core pg. 325
spell_type: Spell
target: 1 spell effect or unattended magic item
tradition: ArcaneDivineOccultPrimal
type: Spell
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.
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.
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: 10-foot burst centered on one corner of your space
duration: 10 min.
legacy_name: Globe of Invulnerability
source: Player Core pg. 325
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You create an immobile globe around yourself. It attempts to counteract any spell from outside the globe whose area or targets enter into it, as if the globe were a dispel magic spell 1 rank lower than its actual spell rank. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area are affected normally). You must form the sphere in an unbroken open space, so its edges don’t pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).
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.
area: 40-foot emanation
range: 40
saving_throw: Fortitude
source: Player Core pg. 325
spell_type: Spell
tradition: Divine
type: Spell
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. You deal 7d10 spirit damage to your enemies in the area; each enemy must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is enfeebled 2 for 1 minute. Critical Failure The creature takes double damage and is enfeebled 2 for 1 minute. If you’re on your home plane and the creature is not, the creature is sent back to its home plane. A creature of 10th level or lower must also succeed at a Will save or be paralyzed for 1 minute; if it critically fails, it dies (this is a death effect).
Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.
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.
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.
area: 20-foot burst
element: Fire
legacy_name: Flame Strike
range: 120
saving_throw: Reflex
source: Player Core pg. 325
spell_type: Spell
tradition: Divine
type: Spell
Divine flames scour creatures within the area. Creatures take 6d6 fire damage and 2d6 persistent fire damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM).
Critical Success The creature is unaffected. Success The creature takes half damage and no persistent damage. Failure The creature takes full damage and persistent damage. Critical Failure The creature takes double damage and double persistent damage.
Heightened (+1) The damage increases by 1d6 and persistent damage increases by 1d6.
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.
0
source: Player Core pg. 325
spell_type: Spell
target: 1 willing creature
tradition: Divine
type: Spell
You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-rank or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-rank or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had Refocused.
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.
area: 20-foot burst
range: 120
saving_throw: Fortitude
source: Player Core pg. 326
spell_type: Spell
tradition: Divine
type: Spell
You channel the fury of divinity against your foes. You deal 4d10 spirit damage to enemies in the area, depending on their Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is sickened 1. Critical Failure The creature takes full damage and is sickened 2; while it’s sickened, it’s also slowed 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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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.
range: 30
saving_throw: Will
source: Player Core pg. 326
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You take command of the target, forcing it to obey you. If you issue an obviously self-destructive order, the target doesn’t act until you issue a new order. The effect depends on its Will save.
Critical Success The target is unaffected. Success The target is stunned 1 as it fights off your commands. Failure You control the target. It gains the controlled condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends. Critical Failure As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.
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.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 326
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
Calling upon powerful magic, you gain a Large dragon battle form. When you Cast this Spell, choose one type of common dragon or another type to which your GM allows access. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
10 temporary Hit Points.
Speed 40 feet, fly 100 feet. You gain any of the following Speeds the chosen dragon has, but with the listed amount: burrow 20 feet, climb 40 feet, swim 60 feet.
Resistance 10 against the damage type of your Dragon Breath (see below).
The following unarmed melee attacks, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks. Melee jaws, Damage 2d12 piercing plus 2d6 damage of the same damage type as your Dragon Breath (see below); Melee claw (agile), Damage 3d10 slashing; Melee tail (reach 10 feet), Damage 3d10 bludgeoning.
Athletics modifier of +23, unless your own is higher.
Dragon Breath You exhale deadly magical energy in an area, dealing 10d6 damage to each creature in the area with a basic save against your spell DC. The shape, damage type, and save type match that of your chosen dragon’s breath. If the chosen dragon’s breath can deal more than one type of damage, choose one when you cast dragon form. The shape is a 30-foot cone or a 100- foot line. Once activated, Dragon Breath can’t be used again for 1d4 rounds. Dragon Breath has the tradition trait matching the type of dragon and the damage trait matching the type of damage it deals, if applicable.
Tradition Resistance If the dragon’s magical tradition matches that of your dragon form spell, you gain the listed ability. Arcane resistance 5 against magic; divine resistance 10 to spirit, vitality, and void; occult resistance 10 to mental; primal resistance 5 to physical damage.
Heightened (8th) Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, and Athletics +28. Your Dragon Breath deals an additional 4d6 damage.
Monster Core Dragons The dragons from Monster Core use the following specifications for dragon form.
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.
component: 10 minutes
range: 10000000
source: Player Core pg. 326
spell_type: Spell
target: 1 creature you know by name and have met in person
tradition: ArcaneDivineOccult
type: Spell
You send a message to your target’s dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.
Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually.
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.
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.
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).
area: 60-foot burst
range: 500
saving_throw: Reflex
source: Player Core pg. 328
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus an additional 8d4 void damage to living creatures. Each creature in the area must attempt a Reflex save.
If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage and becomes blinded by the darkness for an unlimited duration.
Heightened (+1) The cold damage increases by 1d10 and the void damage against the living increases by 1d4.
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.
component: 1 minute
0
source: Player Core pg. 328
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, sonic, vitality, and void damage.
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 Enfeeblement
patron_theme: The Resentment
range: 30
saving_throw: Fortitude
source: Player Core pg. 329
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You sap the target’s strength, depending on its Fortitude save.
Critical Success The target is unaffected. Success The target is enfeebled 1 until the start of your next turn. Failure The target is enfeebled 2 for 1 minute. Critical Failure The target is enfeebled 3 for 1 minute.
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.
component: 10 minutes
legacy_name: Endure Elements
0
source: Player Core pg. 329
spell_type: Spell
target: 1 willing creature
tradition: ArcaneDivinePrimal
type: Spell
You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold and severe heat.
Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.
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.
legacy_name: Continual Flame
0
source: Player Core pg. 329
spell_type: Spell
target: a gemstone worth 6 gp or more
tradition: ArcaneDivineOccultPrimal
type: Spell
The gemstone you touch glows, spreading bright light with a color of your choice in a 20-foot radius (and dim light for the next 20 feet). The spell ends immediately if the gemstone is broken.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
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: Finger of Death
range: 30
saving_throw: basic Fortitude
source: Player Core pg. 329
spell_type: Spell
target: 1 creature
tradition: DivinePrimal
type: Spell
You point at a creature and invoke the demise of all things. The target takes 70 void damage with a basic Fortitude save. If the target is undead or otherwise has void healing, the spell loses the death and void traits and gains the vitality trait, and the target takes 70 vitality damage with a basic Fortitude save.
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.
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.
patron_theme: Starless Shadow
range: 30
saving_throw: Will
source: Player Core pg. 331
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
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.
area: 20-foot burst
duration: 1 min.
lesson: Lesson of Renewal
range: 30
source: Player Core pg. 331
spell_type: Spell
tradition: DivinePrimal
type: Spell
A field of life energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 vitality damage.
Heightened (8th) The healing and damage increase to 1d10.
Heightened (9th) The healing and damage increase to 1d12.
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: 5 min.
0
source: Player Core pg. 332
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.
Heightened (7th) The duration increases to 1 hour.
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.
Prediction
Effects with this trait determine what is likely to happen in the near future.
duration: 1 hrs.
0
source: Player Core pg. 332
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
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.
ForesightTrigger 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.
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.
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.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
duration: 1 min.
range: 120
source: Player Core pg. 333
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination’s location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another similarly powerful being, that being can prevent the gate from forming.
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).
source: Player Core pg. 334
spell_type: Spell
target: 1 living creature or 1 willing undead creature
tradition: Divine
type: Spell
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8. (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
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.
source: Player Core pg. 335
spell_type: Spell
target: 1 willing living creature or 1 undead creature
tradition: DivinePrimal
type: Spell
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
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.
duration: 10 min.
0
source: Player Core pg. 335
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You unlock the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Heightened (6th) The status bonus increases to +2.
Heightened (9th) The status bonus increases to +3.
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.
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.
Holy
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to [unholy](/Traits.aspx?ID=521). If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
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.
element: Fire
legacy_name: Searing Light
range: 120
saving_throw: AC
source: Player Core pg. 335
spell_type: Spell
target: 1 creature
tradition: DivinePrimal
type: Spell
You shine a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target has the unholy trait, you deal an extra 5d6 spirit damage.
Critical Success The target takes double damage. Success The target takes full damage.
If the light passes through an area of magical darkness or targets a creature affected by magical darkness, holy light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell’s target.
Heightened (+1) The fire damage increases by 2d6, and the spirit damage against unholy creatures increases by 2d6.
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.
source: Player Core pg. 338
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You sever yourself from cause and effect. For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can selectively allow yourself to be affected by anything you’re willing to have affect you.
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.
duration: 1 min.
legacy_name: Disrupting Weapons
range: 30
source: Player Core pg. 338
spell_type: Spell
target: 1 to 3 willing creatures
tradition: Divine
type: Spell
You empower attacks with vital energy. The number of targets is equal to the number of actions you spent casting this spell. Each target’s unarmed and weapon Strikes deal an extra 1d4 vitality damage. (This damage typically damages only undead, as explained on page 409). If you have the holy trait, you can add that trait to this spell and to the Strikes affected by the spell.
Heightened (3rd) The damage increases to 2d4 damage.
Heightened (5th) The damage increases to 3d4 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.
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.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
component: 10 minutes
legacy_name: Plane Shift
range: 5
requirement: You have a planar key for the destination plane, used as a locus
source: Player Core pg. 339
spell_type: Spell
target: up to 8 willing creatures
tradition: ArcaneDivineOccultPrimal
type: Spell
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Netherworld, or the Outer Rifts. You must know the destination plane exists and use a magic planar key created from material from that plane as a locus for the spell. While the planar keys for most prominent planes are uncommon, just like the spell interplanar teleport, more obscure planes and demiplanes often have rare or possibly even unique planar keys.
The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Interplanar teleport doesn’t provide a means of return travel, though casting interplanar teleport again allows you to return to your previous plane unless there are extenuating circumstances.
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.
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.
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).
area: 10-foot burst
duration: 1 min.
range: 120
saving_throw: Will
source: Player Core pg. 340
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 void damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round.
On subsequent rounds, the first time you Sustain the spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn’t make them flee.
Heightened (+2) The mental damage and void damage each increase by 1d4.
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.
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: 10 minutes
range: 500
source: Player Core pg. 341
spell_type: Spell
target: 1 specific object or type of object
tradition: ArcaneDivineOccult
type: Spell
You learn the direction to the target (if you picked a specific object, such as “my mother’s sword”) or the nearest target (if you picked a type of object, such as “swords”). If the target is a specific object, you must have observed it directly with your own senses. If it’s a type of object, you still need to have an accurate mental image of the type of object. If there’s lead or running water between you and the target, this spell can’t locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.
Heightened (5th) You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target.
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. 341
spell_type: Spell
target: 1 lock, or a door or container with a latch
tradition: ArcaneDivineOccult
type: Spell
The target’s latch mechanism clinks shut, held fast by unseen magical wards. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.
Heightened (2nd) The duration is unlimited, but you must expend 6 gp worth of precious metals as an additional cost.
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.
source: Player Core pg. 342
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You spin secrets from the fundaments of magic, shaping them into a power with nearly unlimited potential. You duplicate a spell of 9th rank or lower of the tradition from which you cast manifestation, or a spell of 7th rank or lower from any tradition. Though you can normally choose only spells that are common or to which you have access, the GM might allow broader options.
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.
component: 10 minutes
duration: 8 hrs.
legacy_name: Phantom Steed
range: 30
source: Player Core pg. 342
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You conjure a Large fantastical creature to serve as a mount for the target. The mount is the target’s minion, has a Speed of 40 feet, and can bear the target with any carried possessions. It can’t carry any other creature. The mount uses the target’s AC and saves, but it’s destroyed if it takes more than 10 damage at one time, ending the spell.
Heightened (3rd) The mount can walk on water, but it must end its turn on solid ground or sink.
Heightened (4th) The mount has a Speed of 60 feet and can walk on water.
Heightened (5th) The mount has a Speed of 60 feet and can walk on water. It also has a fly Speed of 60 feet, but it must end its turn on a surface or fall.
Heightened (6th) The mount has a Speed and fly Speed of 80 feet.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
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).
area: 60-foot line
saving_throw: Fortitude
source: Player Core pg. 342
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
You unleash a wave of death to snuff out the life force of those in its path. Each living creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn’t kill even a single creature, the void energy hungrily turns backward toward you, dealing an additional 30 void damage to every living creature in the line (even those above 17th level) and 30 void damage to you.
Critical Success The creature is unaffected. Success The creature takes 9d6 void damage. Failure The creature takes 100 void damage. Critical Failure The creature dies.
Heightened (10th) The spell can affect living creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.
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.
component: 10 minutes
0
source: Player Core pg. 343
spell_type: Spell
target: non-magical object of light Bulk or less
tradition: ArcaneDivineOccultPrimal
type: Spell
You repair the target item. You restore 5 Hit Points per spell rank to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
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.
0
source: Player Core pg. 344
spell_type: Spell
target: up to 6 creatures
tradition: DivinePrimal
type: Spell
The targets experience a day’s worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn’t shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.
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 Armor
lesson: Lesson of Protection
source: Player Core pg. 346
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
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.
Sonic
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
area: 10-foot burst
legacy_name: Sound Burst
range: 30
saving_throw: Fortitude
source: Player Core pg. 347
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage and is deafened for 1 minute, and stunned 1.
An action with this trait requires a degree of mental concentration and discipline.
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.
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.
Misfortune
A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a [fortune](/Traits.aspx?ID=76) effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
0
saving_throw: Will
source: Player Core pg. 347
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.
Critical Success The target is unaffected. Success For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent). Failure As success, but the effect is permanent. Critical Failure As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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.
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.
area: 40-foot burst
saving_throw: Will
source: Player Core pg. 347
spell_type: Spell
target: any number of creatures
tradition: DivineOccult
type: Spell
You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being, with an appearance, regalia, and iconography of your choice. Targets must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Critical Success The target is unaffected. Success The target must pay tribute to you two times. Paying tribute requires that the target spend a single action, which has either the move trait (as they bow) or manipulate trait (as they offer up a token in their hands). They must pay tribute at least once on each of their turns, if possible. While affected, the target is fascinated by you and can’t use hostile actions against you. Failure As success, but the target must pay tribute a total of six times. Critical Failure As failure, but the target must spend all its actions paying tribute, and they cannot take other actions until the tribute is fully paid.
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: Gentle Repose
0
source: Player Core pg. 348
spell_type: Spell
target: 1 corpse
tradition: ArcaneDivineOccultPrimal
type: Spell
The targeted corpse doesn’t decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of peaceful rest against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.
Heightened (5th) The spell’s duration is unlimited, but the spell takes one more action to cast and requires a cost (embalming fluid worth 6 gp).
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
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: 8 hrs.
0
source: Player Core pg. 348
spell_type: Spell
target: 1 willing creature that is your companion
tradition: ArcaneDivineOccultPrimal
type: Spell
You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.
You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
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.
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: 10 minutes
legacy_name: Discern Location
range: 100000000
source: Player Core pg. 349
spell_type: Spell
target: 1 creature or object
tradition: ArcaneDivineOccult
type: Spell
You learn the name of the target’s exact location (including the building, community, and country) and plane of existence. You can target a creature only if you’ve seen it in person, have one of its significant belongings, or have a piece of its body, such as a lock of hair. To target an object, you must have touched it or have a fragment of it. Pinpoint automatically overcomes protections against detection effects of lower rank than this spell, even if they would normally have a chance to block it.
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.
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: 60-foot burst
legacy_name: Dimensional Lock
range: 120
source: Player Core pg. 350
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You create a visible magical barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces. Planar seal tries to counteract any attempt to summon a creature into the area but doesn’t stop the creature from departing when the summoning ends.
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: Dimensional Anchor
range: 30
saving_throw: Will
source: Player Core pg. 350
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You stitch the target to its current plane. While the target is affected by planar tether, the spell attempts to counteract any teleportation effect that would move the target, or any effect that would transport it to a different plane. Planar tether’s duration is determined by the target’s Will save.
Critical Success The target is unaffected. Success The duration is 1 minute. Failure The duration is 10 minutes. Critical Failure The duration is 1 hour.
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.
0
source: Player Core pg. 351
spell_type: Spell
target: 1 willing creature
tradition: DivineOccult
type: Spell
You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws.
Heightened (3rd) You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target.
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.
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.
component: 10 minutes
cost: gemstones worth a total value of the target’s level (minimum 1) × 200 gp
lesson: Lesson of Death
range: 10
source: Player Core pg. 352
spell_type: Spell
target: 1 dead creature of 13th level or lower
tradition: Divine
type: Spell
You attempt to call forth the dead creature’s soul, requiring the creature’s body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature’s time has come (at the GM’s discretion), or if the creature doesn’t wish to return to life, this spell automatically fails, but the cost isn’t consumed in the casting.
If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can’t be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.
Heightened (7th) The maximum level of the target increases to 15. The cost increases to the target’s level (minimum 1) × 400 gp.
Heightened (8th) The maximum level of the target increases to 17. The cost increases to the target’s level (minimum 1) × 800 gp.
Heightened (9th) The maximum level of the target increases to 19. The cost increases to the target’s level (minimum 1) × 1,600 gp.
Heightened (10th) The maximum level of the target increases to 21. The cost increases to the target’s level (minimum 1) × 3,200 gp.
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.
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.
Prediction
Effects with this trait determine what is likely to happen in the near future.
component: 10 minutes
source: Player Core pg. 352
spell_type: Spell
tradition: DivineOccult
type: Spell
You peek into the future. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.
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.
duration: 1 min.
0
source: Player Core pg. 352
spell_type: Spell
target: 1 willing living creature
tradition: DivinePrimal
type: Spell
An infusion of vital energy grants a creature continuous healing. The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can’t die from taking Hit Point damage and its dying condition can’t increase to a value that would kill it (this stops most creatures’ dying condition at dying 3), though if its wounded value becomes 4 or higher, it stays unconscious until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.
Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell’s duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.
Heightened (9th) The regeneration increases to 20.
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.
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.
component: 1 hour
cost: a remnant of the item
range: 5
source: Player Core pg. 352
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. The remnant of the item can be small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.
The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter.
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
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.
area: emanation up to 40 feet
duration: 1 min.
saving_throw: Will
source: Player Core pg. 353
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it’s within the area when you Cast the Spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature’s movement apply only if it voluntarily moves toward you; if you move closer to a creature, it doesn’t then need to move away.
Critical Success The creature’s movement is not restricted. Success The creature treats each square in the area as difficult terrain when moving closer to you. Failure The creature can’t move closer to you within the area.
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: 10 min.
0
source: Player Core pg. 353
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.
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.
area: 10-foot burst
legacy_name: Glitterdust
range: 120
saving_throw: Reflex
source: Player Core pg. 353
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed.
Critical Success The target is unaffected. Success The light affects the creature for 2 rounds. Failure The light affects the creature for 1 minute. Critical Failure The light affects the creature for 10 minutes.
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.
duration: 1 min.
range: 30
source: Player Core pg. 353
spell_type: Spell
target: dead creatures and living creatures of your choice within range
tradition: DivinePrimal
type: Spell
A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. You return any number of dead targets to life temporarily, with the same effects and limitations as raise dead. The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can’t regain Hit Points or gain temporary Hit Points in other ways, and once revival’s duration ends, they lose all temporary Hit Points and die. Revival can’t resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.
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.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 20-foot burst
duration: 10 min.
legacy_name: Zone of Truth
range: 30
saving_throw: Will
source: Player Core pg. 354
spell_type: Spell
tradition: DivineOccult
type: Spell
You designate an area in which lies are revealed. Creatures in the area also take a –2 status penalty to Deception checks. Each time a creature in the area speaks a true statement, the soft ring of a bell sounds in the area. Creatures are aware of the magic; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. If a creature is in the area when the spell is cast or later enters the area, that creature attempts a Will save. It uses the results of this initial save if it leaves and reenters the area.
Critical Success The target is so convincing that the bell rings even if they lie. Success If the target lies and succeeds at their Deception check against all targets, the bell still rings. Failure The bell accurately sees through their deception and will never ring if they lie.
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.
legacy_name: Magic Fang
0
source: Player Core pg. 354
spell_type: Spell
target: 1 willing creature
tradition: ArcaneDivineOccultPrimal
type: Spell
Glowing runes appear on the target’s body. All its unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
Heightened (6th) The unarmed attacks are +2 greater striking.
Heightened (9th) The unarmed attacks are +3 major striking.
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.
legacy_name: Magic Weapon
patron_theme: The Inscribed One
0
source: Player Core pg. 354
spell_type: Spell
target: 1 weapon that is unattended or wielded by a willing creature
tradition: ArcaneDivineOccultPrimal
type: Spell
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Heightened (6th) The weapon is +2 greater striking.
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: 10-foot-wide, 10-foot-tall 60-foot-long section of terrain
duration: 1 min.
0
source: Player Core pg. 355
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You make passage through the area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that’s prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.
Safe passage protects only against harm, not inconvenience, and it doesn’t reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell’s area.
Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long.
Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.
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.
0
source: Player Core pg. 355
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You ward a creature with protective energy that deters attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
Critical SuccessSanctuary ends. Success The creature can attempt its attack and any other attacks against the target this turn. Failure The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn. Critical Failure The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.
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.
Scrying
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
component: 1 minute
legacy_name: Prying Eye
source: Player Core pg. 355
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.
The first time you Sustain the spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.
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.
Revelation
Effects with this trait see things as they truly are.
duration: 10 min.
legacy_name: See Invisibility
source: Player Core pg. 355
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
Your gaze pierces through illusions and finds invisible creatures and spirits. You can see invisible creatures as though they weren’t invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object’s surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
Heightened (5th) This spell has a duration of 8 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.
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.
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
legacy_name: Bind Soul
range: 30
requirement: item worth at least the target's level × 100 gp
source: Player Core pg. 355
spell_type: Spell
target: 1 creature that died within the last minute
tradition: DivineOccult
type: Spell
You trap the target’s soul in the item before the soul can pass on to the afterlife. The item used to contain the soul can be anything as long as it’s of the appropriate value. The item has AC 16 and its normal Hardness and HP. Destroying (not just breaking) an item or counteractingseize soul releases the soul to the afterlife. While the soul is in the item, the target can’t be returned to life through any means, even powerful magic such as a wish ritual. If the item is destroyed or seize soul is counteracted on the item, the soul is freed. An item can’t hold more than one soul, and any attempt wastes the spell.
You can also target an item that has had a soul trapped it in with a second casting of seize soul, which destroys the item and either releases the soul or relocates it to a different item, whichever you choose. This fails if the target is an artifact or the trapped soul is a creature of 19th level or higher.
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.
range: 10000000
source: Player Core pg. 356
spell_type: Spell
target: 1 creature you know well
tradition: ArcaneDivineOccult
type: Spell
You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.
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.
Shadow
Magic with this trait involves shadows or the energy of the Netherworld.
Planes with this trait are umbral with murky light. In the Netherworld, the radius of all light from light sources and the areas of light spells are halved.
area: varies
source: Player Core pg. 356
spell_type: Spell
target: basic Reflex or Will (target's choice)
tradition: DivineOccult
type: Spell
You shape the shadow substance of the Netherworld into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic, or spirit damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 6d8 damage of the type you chose to each creature in the area.
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: 10 min.
legacy_name: Shield Other
range: 30
source: Player Core pg. 356
spell_type: Spell
target: 1 creature
tradition: Divine
type: Spell
You forge a temporary link between the target’s life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don’t apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.
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.
duration: 1 min.
0
school: illusion
source: Player Core pg. 357
spell_type: Spell
target: 1 willing creaure
tradition: DivineOccult
type: Spell
The target makes no sound, preventing creatures from noticing it using hearing alone. The target can’t use sonic attacks, nor can it use auditory actions. This also prevents the target from casting spells due to the magical words involved in casting, with the exception of subtle spells.
Heightened (4th) The spell creates an aura in a 10-foot emanation around the touched creature, silencing all sound in or passing through it. While within the aura, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).
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.
legacy_name: Restore Senses
0
source: Player Core pg. 357
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
You send a surge of healing energy to restore the target’s body. Attempt to counteract an effect of your choice imposing one of these conditions on the target: blinded, dazzled, deafened, enfeebled, or sickened. If you didn’t counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed. This spell can’t counteract or suppress curses, diseases, or conditions that are part of the target’s normal state.
Heightened (4th) Add drained and slowed to the list of conditions.
Heightened (8th) Add stunned to the list of conditions.
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.
duration: 1 hrs.
element: Wood
source: Player Core pg. 358
spell_type: Spell
tradition: DivineOccultPrimal
type: Spell
You can ask questions of and receive answers from plants and fungi, but the spell doesn’t make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don’t recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
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.
element: Earth
legacy_name: Stone Tell
source: Player Core pg. 358
spell_type: Spell
tradition: DivineOccultPrimal
type: Spell
You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone’s perspective, perception, and knowledge give it a worldview different enough from a human’s that it doesn’t consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.
An action with this trait requires a degree of mental concentration and discipline.
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.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
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: Will
source: Player Core pg. 358
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save.
Critical Success The target is unaffected. Success Whenever the target becomes affected by a spell with a duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage; the curse and the persistent damage end after 1 minute. Failure As success, but the curse and persistent damage do not end on their own. Critical Failure As failure, but the persistent force damage is 4d12.
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.
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: 30
saving_throw: basic Fortitude
source: Player Core pg. 358
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You concentrate ethereal energy and attack a creature’s spirit, dealing 16d6 spirit damage with a basic Fortitude save.
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.
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.
duration: 10 min.
lesson: Lesson of Life
range: 30
source: Player Core pg. 358
spell_type: Spell
target: 1 willing creature
tradition: DivineOccult
type: Spell
You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn’t involve vitality or void energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you’re ever at 0 Hit Points, spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.
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.
duration: 1 min.
legacy_name: Spiritual Weapon
range: 120
saving_throw: AC
source: Player Core pg. 359
spell_type: Spell
target: 1 target
tradition: DivineOccult
type: Spell
You create a ghostly, magical echo of one weapon you’re wielding or wearing and fling it. Attempt a spell attack roll against the target’s AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well.
Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.
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.
duration: 1 min.
range: 120
source: Player Core pg. 359
spell_type: Spell
tradition: Divine
type: Spell
A Medium guardian made of magical force appears in an unoccupied space in range. The spiritual guardian is translucent and wields a ghostly echo of one weapon you’re wielding or wearing. If you have a deity, the guardian takes the form of one of your deity’s attendants or servitors. If you sanctify the spell, the guardian’s attacks are sanctified as well.
Creatures can move through the guardian’s space but can’t end their movement in it. You and your allies can flank with the guardian. The guardian doesn’t have any other attributes a creature would normally have, aside from 50 Hit Points that it can’t recover by any means and that it can lose only when protecting a creature (see below).
When you Cast the Spell and each time you Sustain it, you can have the guardian move to any unoccupied space within 120 feet of you and either attack or protect.
Attack The guardian makes a melee spell attack against an adjacent creature, dealing 3d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty.
Protect The guardian protects a creature of your choice. Each time the chosen creature would take damage and the guardian is adjacent to it, the guardian takes the first 10 damage instead of the ally. This protection lasts until you command the guardian to attack or to protect a different creature, or the guardian is destroyed.
Heightened (+2) The guardian’s damage increases by 1d8, and its Hit Points increase by 20.
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.
0
source: Player Core pg. 359
spell_type: Spell
target: 1 willing living creature
tradition: DivineOccultPrimal
type: Spell
As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target’s direction from you, distance from you, and any conditions affecting it.
Heightened (4th) The spell’s range increases to 30 feet, and you can target up to 10 creatures.
An action with this trait requires a degree of mental concentration and discipline.
Holy
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to [unholy](/Traits.aspx?ID=521). If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
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.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
5
6th
7
7th
9
8th
11
9th
13
10th
15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: Divine
type: Spell
You summon a creature that has the celestial trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of celestials you can summon in certain cases. For instance, Calistria doesn’t typically allow her followers to summon aeons.
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.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
5
6th
7
7th
9
8th
11
9th
13
10th
15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You summon a creature that has the dragon trait and whose level is 5 or lower to fight for you. If the dragon has a magical tradition trait (arcane, divine, occult, or primal), you can summon it only if you’re using that tradition to cast summon dragon.
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.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
5
6th
7
7th
9
8th
11
9th
13
10th
15
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
duration: 1 min.
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: Divine
type: Spell
You summon a creature that has the fiend trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of fiends you can summon in certain cases. For instance, archdevils typically allow their followers to summon devils, but not other fiends.
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.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
5
6th
7
7th
9
8th
11
9th
13
10th
15
duration: 1 min.
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: Divine
type: Spell
You summon a creature that has the monitor trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of monitors you can summon in certain cases. For instance, Urgathoa typically doesn’t allow her followers to summon psychopomps.
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.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
5
6th
7
7th
9
8th
11
9th
13
10th
15
duration: 1 min.
legacy_name: Animate Dead
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You summon a creature that has the undead trait and whose level is –1 to fight for you.
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.
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.
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.
area: 60-foot burst
element: Fire
range: 500
saving_throw: Reflex
source: Player Core pg. 361
spell_type: Spell
tradition: DivinePrimal
type: Spell
A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to all creatures in the area, plus an additional 8d10 vitality damage to undead creatures. Each creature in the area must attempt a Reflex save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes full damage and becomes blinded permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect.
Heightened (+1) The fire damage increases by 1d10, and the vitality damage against undead increases by 1d10.
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.
legacy_name: Remove Paralysis
0
source: Player Core pg. 361
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
You free the target’s limbs from ailments that impede mobility. Attempt to counteract an effect of your choice imposing one of these conditions on the target: clumsy, grabbed, or paralyzed. If you didn’t counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed.
This spell can’t counteract or suppress curses, diseases, or conditions that are part of the target’s normal state.
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.
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.
component: 10 minutes
duration: 10 min.
0
saving_throw: Will
source: Player Core pg. 362
spell_type: Spell
target: 1 corpse
tradition: DivineOccult
type: Spell
You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body’s latent memories rather than summoning back the deceased’s spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.
Critical Success The target can lie or refuse to answer, and the target’s spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time. Success The target can provide false information or refuse to answer your questions. Failure The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell’s duration runs out before you can ask all your questions. Critical Failure As failure, but the target’s answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to Deception checks to deceive or mislead you.
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.
legacy_name: Comprehend Language
range: 30
source: Player Core pg. 363
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
The target can understand the meaning of a single language it is hearing or reading when you Cast the Spell. This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.
Heightened (3rd) The target can also speak the language.
Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.
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.
Revelation
Effects with this trait see things as they truly are.
duration: 10 min.
legacy_name: True Seeing
source: Player Core pg. 364
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion, morph, or polymorph effect in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature’s true form, but you don’t end the polymorph 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.
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.
legacy_name: Tongues
0
source: Player Core pg. 364
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn’t know what language that is.
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: 10 min.
legacy_name: Freedom of Movement
0
source: Player Core pg. 365
spell_type: Spell
target: 1 creature touched
tradition: ArcaneDivinePrimal
type: Spell
You repel hindrances that would affect a creature. While under this spell’s effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher rank than the unfettered movement spell.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
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).
area: 30-foot cone
saving_throw: basic Fortitude
source: Player Core pg. 365
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 void damage to living creatures in the area with a basic Fortitude save.
You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
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: Vampiric Touch
0
saving_throw: basic Fortitude
source: Player Core pg. 365
spell_type: Spell
target: 1 living creature
tradition: ArcaneDivineOccult
type: Spell
Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
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.
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.
duration: 10 min.
school: illusion
source: Player Core pg. 366
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell’s duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
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.
component: 1 minute
source: Player Core pg. 366
spell_type: Spell
tradition: DivinePrimal
type: Spell
Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time.
Heightened (+1) The beacon restores one additional die of HP each time it heals, using the normal die size for that step.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
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).
area: 40-foot emanation
legacy_name: Wail of the Banshee
saving_throw: Fortitude
source: Player Core pg. 367
spell_type: Spell
tradition: DivineOccult
type: Spell
You howl a lament of damned souls. Each living enemy in the area takes 8d10 void damage depending on its Fortitude save.
Critical Success The creature is unaffected. Success The creature takes full damage. Failure The creature takes full damage and is drained 1d4. Critical Failure The creature takes double damage and is drained 4.
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.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
component: 1 minute
duration: 1 hrs.
element: Water
range: 30
source: Player Core pg. 369
spell_type: Spell
target: up to 5 creatures
tradition: ArcaneDivinePrimal
type: Spell
The targets can breathe underwater.
Heightened (3rd) The duration is 8 hours.
Heightened (4th) The duration is until your next daily preparations.
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.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
duration: 10 min.
element: Water
0
source: Player Core pg. 369
spell_type: Spell
target: 1 creature
tradition: ArcaneDivinePrimal
type: Spell
The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn’t grant the ability to breathe underwater.
Heightened (4th) The spell’s range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.
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.
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.
duration: 10 min.
range: 30
source: Player Core pg. 369
spell_type: Spell
target: up to 10 willing creatures
tradition: DivineOccult
type: Spell
You bypass your targets’ rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell’s effects on itself entirely.
Heightened (9th) The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3.