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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Travel
source: Player Core pg. 379
spell_type: Focus
type: Spell
The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Step, Stride, or Tumble Through; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
Ranger
This indicates abilities from the ranger class.
duration: 1 min.
source: Player Core pg. 383
spell_type: Focus
type: Spell
Without fully transforming your body, you gain one animalistic feature, which you select from the list below each time you Cast the Spell.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
area: 5-foot burst
domain: Wealth
duration: 1 min.
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 381
spell_type: Focus
type: Spell
You create a brief vision of immense wealth filling the spell’s area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.
Critical Success The creature disbelieves the illusion and is unaffected by it. Success The creature is fascinated by the wealth until it has completed its first action on its next turn. Failure The creature is fascinated by the illusion.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Creation
duration: 10 min.
range: 15
source: Player Core pg. 373
spell_type: Focus
target: 1 item or work of art that fits entirely within the range
type: Spell
You transform the target into a form that more closes matches your creative vision. It’s clearly the same item, but with aesthetic details you choose. The target is a beautiful and impressive piece for its new quality, but the effect is obviously magical and temporary, so its monetary value doesn’t change. If you’re an expert in Crafting, the item grants a +1 item bonus to attack rolls if it’s a weapon or skill checks if it’s a skill tool. When you Cast this Spell, any previous casting ends.
Heightened (7th) If you’re a master in Crafting, the item grants a +2 item bonus.
Heightened (10th) If you’re legendary in Crafting, the item grants a +3 item bonus.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Might
duration: 1 round
source: Player Core pg. 377
spell_type: Focus
type: Spell
Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell’s bonuses apply during that action.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
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.
domain: Luck
duration: 1 min.
range: 30
source: Player Core pg. 376
spell_type: Focus
target: 1 willing creature
type: Spell
You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. If you cast bit of luck again, any previous bit of luck you cast that’s still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
source: Player Core pg. 384
spell_type: Focus
type: Spell
With a quick burst of laughter, you prolong a magical effect you created. You Sustain a 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.
Aura
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 15-foot emanation
domain: Passion
duration: 1 min.
saving_throw: Will
source: Player Core pg. 378
spell_type: Focus
type: Spell
You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects. If a creature is in the aura when you Cast the Spell or when it enters the aura for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save.
Critical Success The creature is unaffected and temporarily immune for 1 hour. Success The creature is fascinated with you for its next action, then is temporarily immune for 1 hour. Failure The creature is fascinated with you. Critical Failure The creature is fascinated with you, and its attitude toward you improves by one step.
Heightened (+1) Increase the size of the emanation by 15 feet.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Wizard
This indicates abilities from the wizard class.
legacy_name: Charming Words
range: 30
saving_throw: Will
source: Player Core pg. 388
spell_type: Focus
target: 1 creature
type: Spell
You push at the target’s mind to deflect their ire. The target must attempt a Will save.
Critical Success The target is unaffected. Success The target takes a –1 circumstance penalty to attack rolls and damage rolls against you. Failure The target can’t use hostile actions against you. Critical Failure The target is stunned 1 and can’t use hostile actions against you.
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.
Cleric
This indicates abilities from the cleric class.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Passion
duration: 10 min.
0
saving_throw: Will
source: Player Core pg. 378
spell_type: Focus
target: 1 creature that could find you attractive
type: Spell
You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.
Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 303). Failure The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you. If you use a hostile action against the target, the spell ends. You can Dismiss the spell. After the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations. If it doesn’t realize you charmed it, you could potentially convince it to continue being your friend via mundane means. Critical Failure As failure, but the target is helpful.
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.
Aura
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.
Cleric
This indicates abilities from the cleric class.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Darkness
duration: 1 min.
0
source: Player Core pg. 373
spell_type: Focus
target: 1 willing creature
type: Spell
You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 431.
The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell’s duration. If anyone picks up the cloak after it’s been removed by the original target, the cloak evaporates and the spell ends.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Tyranny
range: 100
requirement: Your most recent action dealt damage to a target
saving_throw: Will
source: Player Core pg. 380
spell_type: Focus
target: a creature you dealt damage to on your most recent action
type: Spell
With the threat of more pain, you compel a creature you’ve recently harmed. You issue a command to the target, with the effects of the spell command. If the target is frightened, stupefied, or taking persistent damage, it takes a –2 circumstance penalty to the save. Regardless of the result, the target is then temporarily immune for 1 hour.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Wizard
This indicates abilities from the wizard class.
source: Player Core pg. 388
spell_type: Focus
trigger: You Cast a Spell from a wizard spell slot, and the spell affects one or more willing allies without damaging them
type: Spell
When you use your magic to support your allies, shared strength bolsters you all. You gain 2 temporary Hit Points per rank of the triggering spell, and can grant an equal number divided as you choose among allies affected by the triggering spell. These temporary Hit Points last for 1 minute.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
domain: Ambition
duration: 1 min.
source: Player Core pg. 372
spell_type: Focus
type: Spell
Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 for attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.
Heightened (7th) Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4.
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.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
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.
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: 10 min.
legacy_name: Goodberry
source: Player Core pg. 382
spell_type: Focus
type: Spell
Vines twine into a wicker horn in your hands, and out spills a single fruit, nut, or similar small bit of produce. A creature who eats the produce with an Interact action regains 1d6+4 HP. The cornucopia, as well as any unconsumed pieces of fruit, wither away at the end of the duration.
Heightened (+1) The cornucopia produces an additional piece of food. A creature can consume any amount of food from the same casting with a single Interact action. Eating six pieces of produce from the cornucopia gives as much nourishment as one square meal for a typical human.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
source: Player Core pg. 370
spell_type: Focus
trigger: You or an ally within 60 feet rolls a saving throw against an auditory or visual effect
type: Spell
Your performance protects you and your allies. Roll a Performance check for a type you know—it must be an auditory performance if the trigger was auditory or a visual one for a visual trigger, and this action gains the traits for the type of performance (page 243). You and allies in the area can use the better result between your Performance check and the saving throw.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
area: 5-foot burst
domain: Creation
legacy_name: Splash of Art
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 373
spell_type: Focus
type: Spell
A deluge of paint or colorful illusions descend on the area, reflecting your personal creative specialty. Roll 1d4 to determine the color of the illusion. Each creature in the area must succeed at a Will save or take the effect listed on the table for the color.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 15-foot cone
domain: Destruction
saving_throw: basic Fortitude
source: Player Core pg. 374
spell_type: Focus
type: Spell
Your voice booms, smashing what’s in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.
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.
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.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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).
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
lesson: Lesson of Death
range: 30
saving_throw: Fortitude
source: Player Core pg. 384
spell_type: Focus
target: 1 creature
type: Spell
Your patron wraps a hand around your target’s heart. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to all curses of death for 1 day.
Critical Success The target is unaffected. Success The target is afflicted with the curse of death at stage 1, and the stage of the curse can’t increase beyond stage 1. Failure The target is afflicted with the curse of death at stage 1. Critical Failure The target is afflicted with the curse of death at stage 2. Curse of Death (curse, death, void) This curse ends when the spell ends; Stage 1 4d6 void damage and fatigued (1 round); Stage 2 8d6 void damage and fatigued (1 round); Stage 3 12d6 void damage and fatigued (1 round); Stage 4 death
Heightened (+1) Increase the void damage taken on a success and during the first three stages of the curse by 1d6.
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.
Cleric
This indicates abilities from the cleric class.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Darkness
duration: 1 min.
legacy_name: Darkened Eyes
range: 60
source: Player Core pg. 373
spell_type: Focus
target: 1 creature
type: Spell
You infuse a creature’s vision with darkness. It receives greater darkvision, allowing it to see even in magical darkness.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
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: 15-foot cone
domain: Sun
saving_throw: Fortitude
source: Player Core pg. 379
spell_type: Focus
type: Spell
You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition. Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.
Heightened (3rd) The area increases to a 30-foot cone.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
domain: Death
duration: 1 min.
source: Player Core pg. 373
spell_type: Focus
trigger: A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed
type: Spell
Seeing another pass from this world invigorates you. You gain temporary Hit Points equal to the triggering creature’s level plus your spellcasting attribute modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
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.
Witch
This trait indicates abilities from the witch class.
duration: 1 hrs.
lesson: Lesson of Mischief
school: illusion
source: Player Core pg. 384
spell_type: Focus
type: Spell
Your patron drapes a cloak of illusion about you, making you appear as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of 3rd-rank illusory disguise.
Heightened (6th) You can appear as any creature of the same size, even with a completely different body shape.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Confidence
range: 30
saving_throw: Will
source: Player Core pg. 373
spell_type: Focus
target: 1 creature
type: Spell
You make the target overconfident, leading it to ascribe failure to external factors. The target attempts a Will save to determine the spell’s duration and is temporarily immune for 24 hours regardless of the save’s result.
Critical Success The target is unaffected. Success The duration is 1 round. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to –2. Failure As success, but the duration is 10 minutes. Critical Failure As success, but the duration is 24 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.
Aura
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 15-foot emanation
domain: Destruction
duration: 1 min.
source: Player Core pg. 374
spell_type: Focus
type: Spell
Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of yourself and creatures in the area by 2.
Heightened (+2) Reduce the resistances by an additional 2.
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.
Air
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Air
element: Air
source: Player Core pg. 372
spell_type: Focus
trigger: You take damage from an enemy or a hazard
type: Spell
After taking the triggering damage, you transform into air. Until the end of the current turn, you can’t be attacked or targeted, you don’t take up space, you can’t act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn’t run out while you were dispersed.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
area: 30-foot burst
domain: Water
duration: 1 min.
element: Water
range: 120
source: Player Core pg. 381
spell_type: Focus
type: Spell
You call forth a torrential downpour, which extinguishes non-magical flames. Creatures in the area are concealed and gain fire resistance 10. Creatures outside the area are concealed to those inside the area. If a creature with weakness to water ends its turn in the area, the downpour triggers its weakness.
Heightened (+1) The fire resistance increases by 2.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
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.
domain: Dreams
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 374
spell_type: Focus
target: 1 creature
type: Spell
You create a vivid, illusory daydream drawn from the images of the target’s dreams. The daydream appears in an unoccupied space in range, and you attempt to draw the target toward it.
Critical Success The target is unaffected. Success The target’s attention wavers. It becomes fascinated by the daydream. Failure The target is fascinated with the daydream and pursues a course of action you choose as its first action after you Cast the Spell: approach the daydream, run away from it (as the fleeing condition), Release what it’s holding as an offering, or Drop Prone in obeisance. Critical Failure As failure, but the target follows the course of action for as many actions as possible for the spell’s duration, and does nothing else.
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.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Wizard
This indicates abilities from the wizard class.
area: 5-foot burst or more
duration: 1 min.
element: Earth
range: 60
source: Player Core pg. 388
spell_type: Focus
type: Spell
With a ripple of earth, you raise small barriers from the ground. The ground in the area becomes difficult terrain. The spell’s area is a 5-foot burst if you spent 1 action to cast it, a 10-foot burst if you spent 2 actions, or a 15-foot burst if you spent 3 actions. A creature can Interact to clear the barriers from one 5-foot square adjacent to it.
Heightened (4th) You pull the barriers to float in the air, causing the spell to function as difficult terrain for flying creatures.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
lesson: Lesson of the Elements
range: 30
source: Player Core pg. 385
spell_type: Focus
target: 1 creature
type: Spell
Your patron uses its superior command of the elements, empowering them to undermine your foe. When you Cast this Spell, choose air, earth, metal, fire, water, or wood. The target gains weakness 2 to that 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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Might
source: Player Core pg. 377
spell_type: Focus
trigger: An attack or effect would deal damage to you
type: Spell
Your own might mingles with divine power to protect you from harm. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Wizard
This indicates abilities from the wizard class.
source: Player Core pg. 387
spell_type: Focus
trigger: An effect would deal acid, cold, electricity, or fire damage to you
type: Spell
You’re used to mitigating the damage done by bombs, siege engines, and magical artillery. You gain resistance 15 to your choice of acid, cold, electricity, or fire damage from the triggering effect. The resistance applies only to the triggering effect’s initial 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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Ranger
This indicates abilities from the ranger class.
duration: 1 min.
range: 30
source: Player Core pg. 383
spell_type: Focus
target: your animal companion
type: Spell
Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Large, gaining the effects of a 2nd-rank enlarge spell.
Heightened (4th) Your animal companion instead becomes Huge, gaining the benefits of a 4th-rank enlarge 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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Ranger
This indicates abilities from the ranger class.
duration: 1 hrs.
source: Player Core pg. 384
spell_type: Focus
type: Spell
You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use Survival to Track through both air and water, noticing aerial or aquatic “tracks” of all creatures who passed nearby in the last hour. It’s more difficult to Track in this way: the DC to Track through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It’s possible to Cover Tracks against this spell, but creatures might not realize they need to do so.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 30-foot cone
domain: Death
saving_throw: basic Fortitude
source: Player Core pg. 374
spell_type: Focus
type: Spell
A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 vitality 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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
domain: Cities
duration: 1 min.
source: Player Core pg. 372
spell_type: Focus
type: Spell
While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go incognito among the crowd, and you ignore difficult terrain caused by the crowd. This counts as setting up a disguise for the Impersonate use of Deception and you add your level even if you’re untrained.
Heightened (3rd) The spell gains a range of 10 feet and can target up to 10 creatures.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 30
source: Player Core pg. 370
spell_type: Focus
target: 1 creature
type: Spell
You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target’s level and current Hit Points.
16th or Lower The target dies instantly. 17th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. 18th or Higher The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly.
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.
Attack
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.
Cleric
This indicates abilities from the cleric class.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Fire
element: Fire
range: 60
saving_throw: AC
source: Player Core pg. 375
spell_type: Focus
target: 1 creature
type: Spell
A blazing band of fire arcs through the air, lighting your opponent and the ground they stand upon on fire. Make a spell attack roll against the target’s AC. The ray deals 2d6 fire damage on a hit (or double damage on a critical hit). On any result other than a critical failure, the ground in the target’s space catches fire, dealing 1d6 fire damage to each creature that ends its turn in one of the squares.
Heightened (+1) The ray’s initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
domain: Fire
range: 60
source: Player Core pg. 375
spell_type: Focus
target: one creature that would take fire damage from the triggering effect
trigger: An effect would deal fire damage to you or an ally within range
type: Spell
You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Wizard
This indicates abilities from the wizard class.
range: 30
source: Player Core pg. 387
spell_type: Focus
target: 1 creature
type: Spell
You fire an arrow-shaped bolt of force, one of the most common and reliable forms of battle magic. It automatically hits and deals 1d4+1 force damage to 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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Wizard
This indicates abilities from the wizard class.
legacy_name: Augment Summoning
range: 30
source: Player Core pg. 387
spell_type: Focus
target: 1 creature you summoned
type: Spell
As you call a creature to your side, your magic transforms its body, heightening its ferocity and fortifying its resilience. The target gains a +1 status bonus to all checks and DCs (including its AC) for the duration of its summoning, up to 1 minute.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
legacy_name: Inspire Heroics
source: Player Core pg. 370
spell_type: Focus
type: Spell
You call upon your muse to greatly increase the benefits you provide with your courageous anthem, rallying anthem, or song of strength composition. If your next action is to cast one of these compositions, attempt a Performance check. The DC is usually the highest Will DC of the composition’s targets, but the GM can assign a different DC based on the circumstances. The effect of your composition depends on the result of your check.
Critical Success The status bonus from your composition increases to +3. Success The status bonus from your composition increases to +2. Failure Your composition provides only its normal bonus of +1, but you don’t spend the Focus Point for casting this 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.
Aura
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
area: 30-foot emanation
domain: Truth
duration: 1 round
source: Player Core pg. 380
spell_type: Focus
type: Spell
Divine insight lets you see things as they are, unveiled by attempts to magically cloak the truth. The GM attempts a secretcounteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an illusory disguise spell, you see the creature’s true form but illusory disguise doesn’t end). Each time a new illusion comes into the aura during the duration of the spell, the GM attempts a secret counteract check for that illusion.
Heightened (7th) You can allow everyone within range of the emanation to see through any illusions you succeed against, not just yourself.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Ranger
This indicates abilities from the ranger class.
duration: 1 min.
source: Player Core pg. 383
spell_type: Focus
type: Spell
You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
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.
Attack
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Wizard
This indicates abilities from the wizard class.
range: 500
saving_throw: AC
source: Player Core pg. 388
spell_type: Focus
target: 1 creature
type: Spell
You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon’s damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon’s critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.
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.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
range: 30
source: Player Core pg. 382
spell_type: Focus
target: 1 willing living animal
type: Spell
You heal an animal’s wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect.
The spell has a range of touch. (concentrate) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.
Heightened (+1) The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Ranger
This indicates abilities from the ranger class.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
range: 30
source: Player Core pg. 383
spell_type: Focus
target: your animal companion
type: Spell
You heal your animal companion’s wounds. You restore 1d10 Hit Points to your animal companion. The number of actions you spend Casting this Spell determines range and other parameters.
(manipulate) The spell has a range of touch. (concentrate, manipulate) The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.
Heightened (+1) The amount of healing increases by 1d10, and the additional healing for the 2-action version increases by 8.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
domain: Healing
duration: 1 min.
range: 30
source: Player Core pg. 375
spell_type: Focus
target: 1 willing living creature
type: Spell
Your words bless a creature with an enhanced connection to vital energy. When the target regains Hit Points from a healingvitality spell, it regains 2 additional Hit Points.
The target regains additional Hit Points from healer’s blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed.
Heightened (+1) The additional healing increases by 2 HP.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Ranger
This indicates abilities from the ranger class.
source: Player Core pg. 383
spell_type: Focus
trigger: You attempt a check to Recall Knowledge about a creature, but you haven’t rolled yet
type: Spell
You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Ranger
This indicates abilities from the ranger class.
duration: 10 min.
range: 30
source: Player Core pg. 384
spell_type: Focus
target: 1 hunted pray
type: Spell
Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your Hunt Prey benefits even if it wouldn’t normally be due to lighting or the concealed or invisible conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the concealed condition, and the target isn’t automatically hidden from you due to darkness or being invisible.
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.
Attack
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.
Cleric
This indicates abilities from the cleric class.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Earth
element: Earth
range: 60
saving_throw: AC
source: Player Core pg. 374
spell_type: Focus
target: 1 creature
type: Spell
You evoke a magical stone and throw it, with divine guide to your aim. The stone deals 2d6 bludgeoning damage depending on your spell attack roll against the target’s AC.
Critical Success The target takes double damage and you can push it up to 10 feet. Success The target takes full damage and you can push it up to 5 feet.
Heightened (+1) The stone’s damage increases by 1d6.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
duration: 4 rounds
range: 30
source: Player Core pg. 370
spell_type: Focus
target: you or 1 ally
type: Spell
Your glorious singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and the first time each round you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.
Heightened () The fast healing and temporary Hit Points each increase by 2
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
domain: Ambition
legacy_name: Blind Ambition
range: 60
saving_throw: Will
source: Player Core pg. 372
spell_type: Focus
target: one creature being influenced
trigger: You or an ally in range attempt to use a mental effect to convince a creature to do something (such as a Coerce, Request, or a suggestion spell)
type: Spell
You strengthen the target’s ambition, increase its resentment of its allies, and make its allegiances more susceptible to change. It must attempt a Will save.
Critical Success The target is unaffected and realized you attempted to influence its reaction with magic. Success The target takes a –1 status penalty to its defenses against the triggering effect. This penalty is –2 if the target is being encouraged to advance its own ambitions. The target doesn’t realize you Cast the Spell on it. Failure As success, but the status penalty is –4 if the target is being encouraged to advance its own ambitions. Critical Failure As success, but the creature automatically follows a suggestion that advances its own ambitions.
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.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
area: ground within a 100-foot emanation
duration: 1 min.
element: Wood
source: Player Core pg. 382
spell_type: Focus
type: Spell
The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. When you Cast the Spell and the first time you Sustain it each turn on subsequent rounds, select one of the following effects to occur in the area.
Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes.
Impede The briars twist and writhe, making the entire area difficult terrain.
Wall A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain.
In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a –10- foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Wizard
This indicates abilities from the wizard class.
source: Player Core pg. 388
spell_type: Focus
trigger: A creature within 30 feet casts an arcane spell
type: Spell
You gather the embers of another caster’s spell, using your understanding of unified magic to pick apart their formulas and incantations well enough to imitate the spell yourself, if only for a short time. Until the end of your next turn, you can Cast the triggering Spell by expending a wizard spell slot of the same rank. That caster’s spells can’t trigger your interdisciplinary incantation again for 24 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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Wizard
This indicates abilities from the wizard class.
duration: 1 min.
school: illusion
source: Player Core pg. 388
spell_type: Focus
type: Spell
You become invisible, with the same restrictions as the 2nd-rank invisibility spell.
Heightened (6th) The duration increases to 10 minutes.
Heightened (8th) The duration increases to 1 hour.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
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.
domain: Knowledge
source: Player Core pg. 376
spell_type: Focus
trigger: You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells
type: Spell
You quickly remind yourself of useful information. Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature’s abilities. You can roll your check twice and use the better result.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
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.
Witch
This trait indicates abilities from the witch class.
duration: 4 rounds
lesson: Lesson of Life
range: 30
source: Player Core pg. 385
spell_type: Focus
target: 1 creature
type: Spell
Life force from your patron floods into the target, ensuring they can continue doing your patron’s will for just a little longer. The target gains fast healing 2.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Spellshape
Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
source: Player Core pg. 371
spell_type: Focus
type: Spell
You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don’t spend the Focus Point for casting this 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.
Cleric
This indicates abilities from the cleric class.
Concentrate
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 15-foot emanation or 15-foot cone
domain: Earth
element: Earth
saving_throw: basic Reflex
source: Player Core pg. 374
spell_type: Focus
type: Spell
You shake the earth, toppling nearby creatures. Choose whether the spell’s area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground takes 4d6 bludgeoning damage with a basic Reflex saving throw. A creature that fails its save also falls prone.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
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. 371
spell_type: Focus
target: you or the triggering ally
trigger: You or an ally within range attempts a skill check to Recall Knowledge
type: Spell
You call upon your muse’s deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the higher result.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
domain: Luck
source: Player Core pg. 376
spell_type: Focus
trigger: You fail, but don’t critically fail, a saving throw
type: Spell
Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Ranger
This indicates abilities from the ranger class.
duration: 1 min.
range: 30
source: Player Core pg. 383
spell_type: Focus
target: your animal companion
type: Spell
Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Magic
duration: 1 min.
0
source: Player Core pg. 376
spell_type: Focus
target: 1 creature
type: Spell
A creature becomes a divine receptacle for pure magical energy. The target gains a +1 status bonus to saving throws. Each time you Cast a Spell from your spell slots, you automatically Sustain this spell and grant its target resistance to damage from spells equal to the spell’s rank, until the start of your next turn.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
lesson: Lesson of Shadow
range: 30
saving_throw: AC
source: Player Core pg. 385
spell_type: Focus
target: 1 creature
type: Spell
Your patron warps the target’s shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like. The shadow moves along with the target, always remaining within reach. When you Cast the Spell, and each time you Sustain it, the shadow Strikes the target. The shadow’s Strikes are melee spell attacks that deal damage equal to 1d10 plus your spellcasting attribute modifier. You choose the type of damage (bludgeoning, piercing, or slashing) when you Cast the Spell. The shadow uses and contributes to your multiple attack penalty. The shadow doesn’t take up space, grant flanking, or have any other attributes a creature would. The shadow can’t make any attacks other than its Strike.
The shadow vanishes if the target ceases to cast a shadow (usually if it moves into complete darkness or light). If another effect is controlling the target’s shadow when you cast malicious shadow, you can attempt to counteract that effect to temporarily take control of the shadow for malicious shadow’s duration.
Heightened (+2) The Strike damage increases by 1d10.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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).
domain: Undeath
duration: 1 min.
0
source: Player Core pg. 380
spell_type: Focus
target: 1 willing undead creature
type: Spell
You embed a seed of void energy in an undead creature, restoring its unnatural vigor over time. The target gains fast healing 7.
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.
Attack
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.
Cleric
This indicates abilities from the cleric class.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Moon
element: Fire
range: 120
saving_throw: AC
source: Player Core pg. 377
spell_type: Focus
target: 1 creature
type: Spell
You shine a ray of moonlight. Make a spell attack roll. The beam of light deals 2d6 fire damage. This is silver damage for the purposes of weaknesses, resistances, and the like.
Critical Success The beam deals double damage, and the target is dazzled for 1 minute. Success The beam deals full damage, and the target is dazzled for 1 round.
Heightened (+1) The ray’s damage increases by 1d6.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Magic
range: 30
source: Player Core pg. 377
spell_type: Focus
target: 1 willing creature
type: Spell
The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 rank higher than its actual rank. This applies only to initial healing or damage when the spell is cast, not any ongoing effects. The spell otherwise functions at its actual rank. Once the target casts the spell, mystic beacon ends.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
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.
domain: Nature
requirement: You have a free hand
source: Player Core pg. 377
spell_type: Focus
type: Spell
A palm-sized raw fruit or vegetable of your choice appears in your open hand. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food crumbles to dust after 1 minute.
Heightened (+1) The Hit Points restored increase by 6.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
lesson: Lesson of Vengeance
range: 30
saving_throw: basic Will
source: Player Core pg. 385
spell_type: Focus
target: 1 enemy
type: Spell
A long, jagged needle jabs into the target foe’s psyche whenever it tries to attack a creature your patron holds in special regard. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a hostile action against the named creature, with a basic Will save.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
range: 60
source: Player Core pg. 371
spell_type: Focus
target: the triggering creature
trigger: A creature’s dying condition would reach the value at which they would die
type: Spell
Your ode staves off death. The target’s dying condition remains 1 below the value at which it dies. This doesn’t help prevent death from effects that kill the target without increasing its dying condition, such as disintegrate and death effects.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Indulgence
range: 30
saving_throw: Fortitude
source: Player Core pg. 376
spell_type: Focus
target: 1 living creature
type: Spell
Huge amounts of food and drink fill the target. It receives a full meal’s worth of nourishment and must attempt a Fortitude save. A target sickened by this spell takes a –10-foot status penalty to its Speed until it’s no longer sickened.
Critical Success The target is unaffected. Success The target is sickened 1, but if it spends an action to end the condition, it succeeds automatically. Failure The target is sickened 1. Critical Failure The target is sickened 2.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
source: Player Core pg. 385
spell_type: Focus
trigger: Your turn begins
type: Spell
At your unspoken plea, your patron temporarily assumes control over your familiar. You Command your familiar, allowing it to take its normal actions this turn. Your Command does not have the auditory or concentrate traits; your patron simply moves its agent directly.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
domain: Perfection
legacy_name: Perfected Form
source: Player Core pg. 378
spell_type: Focus
trigger: You fail or critically fail a saving throw against an effect that has the morph, poison, or polymorph trait, or that would make you clumsy, doomed, enfeebled, petrified, or sickened
type: Spell
Your body’s perfection keeps you just a little bit healthier than most. You get a failure if you rolled a critical failure or a success if you rolled a failure.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
domain: Perfection
source: Player Core pg. 378
spell_type: Focus
type: Spell
You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one mental effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once.
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.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
lesson: Lesson of Snow
range: 30
saving_throw: Fortitude
source: Player Core pg. 385
spell_type: Focus
target: 1 creature
type: Spell
Your patron’s breath becomes a blizzard of obscuring, scouring ice that follows your target. The target attempts a Fortitude save.
Critical Success The target is unaffected. Success The target takes 1d6 cold damage, and the spell ends. Failure The target takes 1d6 cold damage and 1d6 persistent cold damage. The persistent damage automatically ends when the spell ends. It is concealed to other creatures, and other creatures are concealed to it. Critical Failure As failure, but both the cold damage and the persistent cold damage are 2d6.
Heightened (+1) The cold damage and persistent cold damage increase by 1 (2 on a critical failure).
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
range: 60
source: Player Core pg. 385
spell_type: Focus
target: your familiar
trigger: Your familiar would take damage
type: Spell
Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical form into a ghostly version of itself. Against the triggering damage, your familiar gains resistance 5 to all damage and is immune to precision damage.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
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: 5-foot emanation
duration: 1 min.
saving_throw: Will
source: Player Core pg. 371
spell_type: Focus
type: Spell
Your performance enraptures listeners, compelling them to follow you. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can Sustain the composition to increase the emanation’s radius by 5 feet. You can Dismiss the spell.
Critical Success The creature is unaffected. Success The creature is fascinated with you. Failure The creature is fascinated by you and uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature. Critical Failure The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Metal
Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.
These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.
domain: Wealth
duration: 1 min.
element: Metal
0
source: Player Core pg. 381
spell_type: Focus
target: 1 metal shield or weapon, 1 suit of metal armor, or up to 1 Bulk of metal material (such as coins or metal-tipped ammunition)
type: Spell
Your deity blesses base metals to transform them into precious materials. The metal in the target transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel. If the spell’s rank is 8th or higher, add adamantine and dawnsilver to the options. If you transform an object into copper, gold, or silver, its Hardness is reduced to 1. Otherwise, its Hardness is increased to 10 if it was lower. An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. It can have other effects of the new material at the GM’s discretion.
This change is clearly magical and temporary, so the item’s monetary value doesn’t change; you couldn’t transmute copper coins to gold and use them to purchase something.
Heightened (+1) If you increase the Hardness of the object, the new Hardness is 2 higher.
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.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
source: Player Core pg. 381
spell_type: Focus
type: Spell
You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, metal, water, or wood; the creature you summon gains the corresponding abilities.
Air The creature gains a fly Speed of 60 feet.
Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage.
Fire The creature’s Strikes deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water.
Metal The creature’s Strikes deal 1d6 extra electricity damage, and it gains resistance 5 to electricity.
Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.
Wood The creature gains a climb Speed of 30 feet and resistance 2 to bludgeoning and piercing 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.
Aura
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Wizard
This indicates abilities from the wizard class.
area: 5-foot emanation centered on you
duration: 1 min.
legacy_name: Protective Ward
source: Player Core pg. 387
spell_type: Focus
type: Spell
You expand a ring of glyphs that shields your allies. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the spell, the emanation’s radius increases by 5 feet, to a maximum of 30 feet.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Protection
range: 30
source: Player Core pg. 378
spell_type: Focus
trigger: An ally within 30 feet takes damage
type: Spell
You protect your ally by suffering in their stead. Reduce the damage the ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply
You aren’t subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself.
Heightened (+1) The damage you redirect increases by 3.
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.
Aura
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 15-foot emanation
domain: Protection
duration: 1 min.
source: Player Core pg. 379
spell_type: Focus
type: Spell
A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while in the aura.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Cities
duration: 8 hrs.
legacy_name: Pulse of the City
range: 132000
source: Player Core pg. 372
spell_type: Focus
type: Spell
You tap into the zeitgeist of any settlements in range. You learn the names of the settlements. On all Lore checks to Recall Knowledge about those settlements or to Gather Information in or about those settlements, you gain a +2 status bonus and use your level as your proficiency bonus even if you’re untrained. When you Cast the Spell, you can immediately Recall Knowledge about one of the settlements using its Lore skill (such as Absalom Lore), which benefits from the bonus. If you cast pulse of civilization again, any previous casting ends.
Heightened (5th) The range is 100 miles.
Heightened (7th) The range is 500 miles and the bonus is +3.
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.
Air
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Air
element: Air
range: 500
saving_throw: Fortitude
source: Player Core pg. 372
spell_type: Focus
target: 1 creature
type: Spell
Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save.
Critical Success The target is unaffected. Success The target is pushed 5 feet away from you. Failure The target is pushed 10 feet away from you. Critical Failure The target is pushed 10 feet away from you and knocked prone.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Ranger
This indicates abilities from the ranger class.
area: all squares that contain plants in a 5-foot burst
duration: 1 min.
range: 100
source: Player Core pg. 384
spell_type: Focus
type: Spell
You cause plants in the area to entangle your foes, with the effects of entangling flora. A creature that critically fails the save takes 2d4 persistent bleed damage in addition to being immobilized. Escaping your bramble doesn’t end the bleed damage.
Heightened (+1) The bleed damage on a critical failure increases 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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Fate
range: 30
source: Player Core pg. 375
spell_type: Focus
target: 1 creature other than you
type: Spell
You attempt to learn more about the target’s fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring.
You learn a single enigmatic word connected to the creature’s fate in that time frame. Fate is notoriously inscrutable, and the word isn’t necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature’s fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.” Either way, the creature is then temporarily immune for 24 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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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 emanation
domain: Healing
source: Player Core pg. 376
spell_type: Focus
target: 1 living creature per action spent to Cast this spell
type: Spell
You snatch creatures from the jaws of death, restoring them without the strain of a typical close call. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn’t increase its wounded condition.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
lesson: Lesson of Renewal
range: 30
source: Player Core pg. 385
spell_type: Focus
target: 1 creature
type: Spell
Your patron weaves the threads of time around the target, giving them some of the benefits of a day’s passage. The target decreases the values of any doomed and drained conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Nonlethal
Attacks with this weapon are nonlethal (page 407), and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
domain: Pain
range: 30
saving_throw: basic Fortitude
source: Player Core pg. 378
spell_type: Focus
target: the triggering creature
trigger: A creature in range damages you
type: Spell
You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the triggering 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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Wizard
This indicates abilities from the wizard class.
duration: 1 hrs.
legacy_name: Vigilant Eye
source: Player Core pg. 387
spell_type: Focus
type: Spell
You inscribe an invisible eye-shaped rune in the air, creating a sensor as clairvoyance. When created, this eye must be in your line of sight.
Each time the spell’s duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Secrecy
duration: 1 hrs.
range: 30
source: Player Core pg. 379
spell_type: Focus
target: you and any number of willing allies
type: Spell
You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know, such as “the location of the stolen treasure” or “the password to enter the guild house.” The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge, to saving throws against spells that specifically attempt to obtain this knowledge from them, and to effects that would force them to reveal it.
If you Cast this Spell again, any previous safeguard secret you had cast ends.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Nonlethal
Attacks with this weapon are nonlethal (page 407), and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
domain: Pain
0
saving_throw: Will
source: Player Core pg. 378
spell_type: Focus
target: 1 creature
type: Spell
You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target.
Critical Success The target is unaffected. Success The target takes half damage and no persistent damage. Failure The target takes full initial and persistent damage. Critical Failure The target takes double initial and persistent damage.
Heightened (+1) The initial damage increases by 1d4 and the persistent damage increases 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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
domain: Knowledge
source: Player Core pg. 376
spell_type: Focus
trigger: You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in
type: Spell
Speaking a short prayer as you gather your thoughts, you’re blessed to find yourself pointed in the right direction. The GM rolls the triggering check twice and uses the better result.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Wizard
This indicates abilities from the wizard class.
range: 30
saving_throw: Fortitude
source: Player Core pg. 388
spell_type: Focus
target: 1 living creature
type: Spell
Your magic throws the creature’s biology into disarray, inducing nausea, fever, and other unpleasant conditions.
Success The target is unaffected. Failure The target becomes sickened 1. Critical Failure The target becomes sickened 2 and slowed 1 as long as it’s sickened.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Nightmares
range: 30
saving_throw: Will
source: Player Core pg. 377
spell_type: Focus
target: 1 creature
type: Spell
Merging minds with the target, you swap distressing visions. One of you will become confused, based on the target’s Will save.
Critical Success You are confused for 1 round. Success At the start of your next turn, you spend your first action with the confused condition, then act normally. Failure The target spends the first action of each of its turns confused. The duration is 1 minute. Critical Failure The target is confused. The duration is 1 minute.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
Wizard
This indicates abilities from the wizard class.
duration: 1 min.
source: Player Core pg. 388
spell_type: Focus
type: Spell
You change your body to better suit the moment. You gain one of the following abilities of your choice. You can Dismiss this spell.
You gain a 20-foot status bonus to your Speed.
You gain a climb or swim Speed equal to half your Speed.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
range: 30
source: Player Core pg. 371
spell_type: Focus
target: you and up to 9 allies
type: Spell
You draw upon your muse to soothe your allies. Choose one of the following three effects:
The spell attempts to counteractfear effects on the targets.
The spell attempts to counteract effects imposing paralysis on the targets.
The spell restores 7d8 Hit Points to the targets.
Heightened (+1) When used to heal, soothing ballad restores 1d8 more Hit Points.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Ranger
This indicates abilities from the ranger class.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
range: 30
source: Player Core pg. 383
spell_type: Focus
target: 1 willing living creature or 1 undead creature
type: Spell
You call forth a magical mist that envelops a creature. The mist restores 2d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, poison, or void damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 2d8 vitality damage (basic Fortitude save); if it fails the save, it also takes 2 persistent vitality damage.
Heightened (+1) The amount of healing (or damage to an undead target) increases by 1d8, and the persistent vitality damage to an undead creature increases by 1.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Family
duration: 1 min.
range: 30
source: Player Core pg. 374
spell_type: Focus
target: 1 ally
type: Spell
You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects.
In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.
Heightened (5th) The bonus to saves increases to +2, or +3 against emotion effects.
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.
Aura
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.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Wizard
This indicates abilities from the wizard class.
area: 30-foot emanation
duration: 1 min.
source: Player Core pg. 388
spell_type: Focus
type: Spell
Shades and spirits howl and whirl around you in a display that strikes fear into the hearts of all who witness it. Enemies in the area are frightened 1 and can’t reduce their frightened value below 1 for the spell’s duration.
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.
Air
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.
Druid
This indicates abilities from the druid class.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 100-foot emanation, which includes you
duration: 1 min.
element: Air
requirement: You are outdoors and aboveground
source: Player Core pg. 382
spell_type: Focus
type: Spell
The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. When you Cast the Spell and the first time you Sustain it each turn on subsequent rounds, select one of the following effects to occur in the area.
Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a –2 circumstance penalty to Acrobatics and Perception checks.
Wind Powerful winds buffet the area in all directions. Ranged attacks take a –4 circumstance penalty, and the area is difficult terrain for flying creatures.
In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of lightning, striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Air
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.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
element: Air
source: Player Core pg. 382
spell_type: Focus
type: Spell
Powerful winds carry you through the air, giving you a fly Speed equal to your Speed. When this spell’s duration would end, if you’re still flying, you float to the ground, as gentle landing.
Heightened (6th) When you fly using stormwind flight, you ignore difficult terrain from wind.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Trickery
source: Player Core pg. 379
spell_type: Focus
trigger: An enemy misses you with a melee attack
type: Spell
You swiftly move from a dangerous spot and veil yourself. You Step and become concealed.
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.
Auditory
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Sleep
This effect makes a creature fall asleep or get drowsy
domain: Dreams
duration: 1 hrs.
legacy_name: Sweet Dream
range: 30
source: Player Core pg. 374
spell_type: Focus
target: 1 willing creature
type: Spell
With soothing words, you lull the target into an enchanting dream. When you Cast the Spell, the target falls unconscious if it wasn’t already. While unconscious, it experiences a dream of your choice, though lucidly enough it can wake when it pleases. If it wakes up before 1 minute of sleep has passed, the spell ends.
Dream of Insight +1 status bonus to Intelligence-based skill checks
Dream of Glamor +1 status bonus to Charisma-based skill checks
Dream of Voyaging +5-foot status bonus to Speed.
If you Cast this Spell again, any previous sweet dream you cast ends.
Heightened (4th) The bonus for a dream of insight or glamor is +2.
Heightened (7th) The bonus for a dream of insight or glamor is +3.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
range: 30
source: Player Core pg. 371
spell_type: Focus
target: you or 1 ally
type: Spell
Your symphony lifts listeners from their worldly concerns. Attempt a Performance check to counteract an effect applying one of the following conditions to the target: grabbed, immobilized, paralyzed, restrained, slowed, or stunned. If you fail, you can’t target the same effect on the target for 1 day. Use the condition’s source to determine the counteract DC (for example, the Escape DC for grabbed).
Heightened (9th) You can target up to four creatures.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
domain: Indulgence
0
saving_throw: Will
source: Player Core pg. 376
spell_type: Focus
target: 1 creature
type: Spell
When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, choose from among those you are aware of; otherwise, the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course.
The effect of this spell depends on whether you’re attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target’s recovery.
Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a –2 status penalty to its saving throw against the affliction.
Persistent Poison You can cause the target to take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.
Heightened (7th) You can attempt to progress any number of the target’s eligible afflictions and persistent poison 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.
Air
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.
Druid
This indicates abilities from the druid class.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: Air
range: 30
saving_throw: basic Reflex
source: Player Core pg. 382
spell_type: Focus
target: 1 creature
type: Spell
You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d12 electricity damage to the target with a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round.
Heightened (+1) The initial damage increases by 1d12.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
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.
domain: Fate
range: 120
source: Player Core pg. 375
spell_type: Focus
target: the triggering creature
trigger: You or an ally within range attempts a saving throw
type: Spell
You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw’s result is a success, it becomes a critical success. If it’s a failure, it becomes a critical failure, and the critical failure can’t be reduced by abilities that usually reduce critical failure.
If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don’t expend the Focus Point for Casting this Spell.
Heightened (8th) The bonus on the saving throw is +2.
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.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Ranger
This indicates abilities from the ranger class.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
range: 90
source: Player Core pg. 384
spell_type: Focus
type: Spell
You mystically transpose your current location with another. While in a wilderness environment, you transport yourself and items you’re holding to a clear space you can see within range. If you have Favored Terrain and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Water
element: Water
range: 60
source: Player Core pg. 381
spell_type: Focus
target: 1 creature
type: Spell
You call forth a tremendous wave to move the target either in a body of water or on the ground. You move the target up to 10 feet in any direction along the ground or 20 feet through a body of water. An unwilling target can attempt a Fortitude save, and it avoids being moved if it succeeds.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Tyranny
0
saving_throw: Will
source: Player Core pg. 380
spell_type: Focus
target: 1 living creature
type: Spell
Your imperious touch erodes the target’s willpower, making it easier to control. The target attempts a Will save. Regardless of the result, it’s then temporarily immune for 1 hour.
Critical Success The target is unaffected. Success The target is stupefied 1 until the end of your next turn. Failure The target is stupefied 2 until the end of your next turn. Critical Failure The target is stupefied 2 for 1 minute and is forced to its knees, becoming prone.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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).
domain: Undeath
0
saving_throw: Fortitude
source: Player Core pg. 380
spell_type: Focus
target: 1 living creature
type: Spell
You attack the target’s life force with undeath, dealing 1d6 void damage. The target must attempt a Fortitude save.
Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage, and vitality effects heal it only half as much as normal for 1 round. Critical Failure The target takes double damage, and vitality effects heal it only half as much as normal for 1 minute.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Moon
duration: 1 min.
0
source: Player Core pg. 377
spell_type: Focus
target: 1 creature
type: Spell
When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns.
New Moon The target receives no benefit.
Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls.
Full Moon The target gains a +1 status bonus to attack rolls, AC, and saves, and a +4 status bonus to damage.
Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Travel
duration: 5 min.
source: Player Core pg. 379
spell_type: Focus
type: Spell
You add power to your muscles, allowing you to swim or climb walls with ease. When you Cast this Spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed.
Heightened (5th) You can choose to gain a fly Speed.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
domain: Trickery
duration: 1 min.
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 380
spell_type: Focus
target: 1 creature
type: Spell
You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save.
Critical Success The target is unaffected. Success The target believes you’re in the designated location and can’t see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn’t make sense in the illusion’s position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends. Failure As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs. Critical Failure As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Freedom
source: Player Core pg. 375
spell_type: Focus
type: Spell
Divine grace ensure that nothing can keep you prisoner or hold you back. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher rank than your unimpeded stride spell. You then Stride. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
domain: Family
range: 30
source: Player Core pg. 375
spell_type: Focus
target: each ally targeted by the triggering spell
trigger: You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw
type: Spell
You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.
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.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
legacy_name: Wild Shape
source: Player Core pg. 382
spell_type: Focus
type: Spell
You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to _untamed form’_s rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form’s default attack modifier, you gain a +2 status bonus to your attack rolls.
Heightened (2nd) You can transform into shapes listed in animal form.
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.
Druid
This indicates abilities from the druid class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
duration: 1 min.
legacy_name: Wild Morph
source: Player Core pg. 383
spell_type: Focus
type: Spell
You transform just a part of your body. Choose any one effect that matches an untamed order feat you have.
Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they’re transformed by this spell, but you must have a hand free to attack with it.
Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.
Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet.
Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.
Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
domain: Confidence
duration: 1 min.
source: Player Core pg. 373
spell_type: Focus
type: Spell
You surround yourself in confidence. You reduce your current frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1. If you critically fail a save against a fear effect, veil of confidence reduces your frightened value from that effect, and then ends.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
lesson: Lesson of Dreams
range: 30
saving_throw: Will
source: Player Core pg. 386
spell_type: Focus
target: 1 creature
type: Spell
Your patron draws the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save.
Critical Success The target is unaffected. Success The target takes a –1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to –2 for Will saves against sleep effects. Failure As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
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.
domain: Nature
duration: 1 min.
element: Wood
source: Player Core pg. 377
spell_type: Focus
type: Spell
Your body sprouts brambly thorns that thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a vitality spell, the thorns’ damage increases to 1d6 until the start of your next turn.
Heightened (+1) The damage increases by 1, or 1d6 after you cast a vitality 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.
Aura
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Sun
duration: 1 min.
legacy_name: Positive Luminance
source: Player Core pg. 379
spell_type: Focus
type: Spell
Drawing life force into yourself, you become a beacon of vitality. You glow with bright light in a 30-foot emanation (and dim light to the next 30 feet), and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, increase your reservoir by 4.
If an undead creature damages you with an attack or spell while it’s within the bright light of your aura, that creature takes vitality damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round.
You can Dismiss this Spell. When you do, you can target a creature within your light and direct the vitality energy into it. The target must be a willing living creature or an undead creature. This heals a living target or deals vitality damage to an undead target equal to your luminance reservoir’s value. If you Cast this Spell again, any previous casting ends.
Heightened (+1) Both the initial value of your luminance reservoir and the amount it increases each turn increase by 1.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Nightmares
range: 30
saving_throw: Will
source: Player Core pg. 377
spell_type: Focus
target: 1 creature
type: Spell
You fill the creature’s mind with a terrifying vision. The target must attempt a Will save. A creature frightened by this spell takes 1 additional mental damage each time it’s hit by a Strike.
Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. If it’s asleep, it wakes up and is paralyzed for 1 round. Critical Failure As failure, but frightened 3.
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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
domain: Zeal
0
source: Player Core pg. 381
spell_type: Focus
target: 1 weapon you're wielding
type: Spell
Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll, the weapon deals an additional 1d6 spirit damage, and the Strike gains the sanctified trait. Weapon surge ends once you complete this Strike or the weapon leaves your possession.
Heightened (5th) The attack deals 2d6 additional spirit damage.
Heightened (9th) The attack deals 3d6 additional spirit 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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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: 15-foot burst
domain: Secrecy
duration: 1 min.
legacy_name: Forced Quiet
range: 60
source: Player Core pg. 379
spell_type: Focus
type: Spell
You suppress sound in an area, preventing anyone from giving away valuable secrets. This doesn’t prevent those in the area from talking or Casting a Spell, but no creature more than 5 feet away can hear its voice without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. Other sounds created in the area are muffled to a similar volume unless that sound is created by an effect with the sonic 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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
domain: Freedom
duration: 1 round
range: 30
source: Player Core pg. 375
spell_type: Focus
target: 1 creature
type: Spell
You utter a liberating word of power that frees a creature. You suppress one of the following conditions of your choice: confused, frightened, grabbed, paralyzed, or restrained. The target isn’t affected by the chosen condition, and if you suppress the grabbed or restrained condition, the target automatically breaks free from the grab or restraint when you Cast the Spell.
If you don’t remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target confused for 1 minute, word of freedom would let the target act normally for a round, but the confused condition would return afterward.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
domain: Truth
duration: 1 min.
source: Player Core pg. 380
spell_type: Focus
type: Spell
You speak a statement that you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head and lasts for the spell’s duration, and anyone who sees you and hears you speak knows instinctively that you believe what you say is true. This assurance of honesty grants you a +2 status bonus to Diplomacy checks as long as the symbol persists. You can Dismiss the spell, and if you say something that you don’t believe is entirely true, the spell ends before you complete your statement.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Fortune
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](/Traits.aspx?ID=110) effect would apply to the same roll, the two cancel each other out, and you roll normally.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
domain: Zeal
range: 10
source: Player Core pg. 381
spell_type: Focus
target: you and the triggering ally
trigger: You and at least 1 ally are about to roll initiative
type: Spell
You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own Perception modifier or other statistic to determine your results.