Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Acid Arrow
range: 120
saving_throw: Reflex
source: Player Core pg. 314
spell_type: Spell
target: 1 creature
tradition: ArcanePrimal
type: Spell
An ephemeral, taloned hand grips the target, burning it with magical acid. The target takes 2d8 acid damage plus 1d6 persistent acid damage depending on its Reflex save. A creature taking persistent damage from this spell takes a –10-foot status bonus to its Speeds.
Critical Success The creature is unaffected. Success The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction of your choice. Failure The creature takes full damage and persistent damage, and the claw moves it up to 10 feet in a direction of your choice. Critical Failure The creature takes double damage and full persistent damage, and the claw moves it up to 20 feet in a direction of your choice.
Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 314
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You harness your mastery of the sky to reshape your body into a Medium flying animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain specific abilities based on the animal you choose:
AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.
Acrobatics modifier of +16, unless your own is higher.
You also gain specific abilities based on the form you choose:
Wasp Speed 20 feet, fly 40 feet; Melee stinger, Damage 1d8 piercing plus 1d6 persistent poison.
Heightened (5th) Your battle form is Large and your fly Speed gains a +10-foot status bonus. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20.
Heightened (6th) Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including persistent damage), and Acrobatics +23.
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.
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
duration: 1 min.
element: Air
range: 60
source: Player Core pg. 314
spell_type: Spell
target: the triggering creature
tradition: ArcaneDivinePrimal
trigger: A creature within range enters an environment where it can't breathe.
type: Spell
A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 20-foot burst
component: 10 minutes
duration: 8 hrs.
0
source: Player Core pg. 314
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.
Heightened (3rd) You can specify a trigger for which types of creatures sound the alarm spell, as described in Setting Triggers on page 303.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 round
range: 30
source: Player Core pg. 370
spell_type: Cantrip
target: 1 ally
type: Spell
You perform rapidly, speeding up your ally. The ally becomes quickened and can use the additional action to Strike, Stride, or Step.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
deity: Lamashtu
duration: 1 min.
source: Player Core pg. 315
spell_type: Spell
tradition: Primal
type: Spell
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
component: 1 minute
range: 120
source: Player Core pg. 315
spell_type: Spell
tradition: Primal
type: Spell
You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. You can also attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. If there are no Tiny wild animals in range, 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.
cost: rare oils, see Creature Creation Rituals
range: 10
source: Player Core pg. 390
target: 1 object
type: Ritual
primary_check: Arcana (expert)
secondary_casters: 1
secondary_check: Crafting
You transform the target into an animated object with a level up to that allowed by the Creature Creation Rituals table and of a type corresponding to the object (so a broom would become an animated broom).
Creature Creation Rituals
Creature Level
Ritual Rank
Required Cost
–1 or 0
2
15 gp
1
2
60 gp
2
3
105 gp
3
3
180 gp
4
4
300 gp
5
4
480 gp
6
5
750 gp
7
5
1,080 gp
8
6
1,500 gp
9
6
2,100 gp
10
7
3,000 gp
11
7
4,200 gp
12
8
6,000 gp
13
8
9,000 gp
14
9
13,500 gp
15
9
19,500 gp
16
10
30,000 gp
17
10
45,000 gp
Critical Success The target becomes an animated object of the appropriate type. If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. Success As critical success, except an animated object that doesn’t become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command. Failure You fail to create the animated object. Critical Failure You create the animated object, but it goes berserk and attempts to destroy you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 1 creature
duration: 8 hrs.
0
source: Player Core pg. 315
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You reinforce the target’s musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
duration: 1 min.
element: Water
range: 60
saving_throw: Reflex
source: Player Core pg. 315
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast this Spell and each time you Sustain it, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. The orb can move through the spaces of any creatures or obstacles that wouldn’t stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can’t counteract that fire for the duration of the spell.
The orb can engulf Large or smaller creatures it moves through, and it can contain as many creatures as fit in its space. The orb can try to engulf the same creature only once per turn, even if you roll it onto a creature’s space more than once. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save.
Success The creature can either let the orb pass (remaining in its space or moving out of the orb’s path into a space of the creature’s choice) or allow itself to be pushed in front of the orb to the end of the orb’s movement. Failure The creature is engulfed in the orb. It moves along with the orb and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. The creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A freed creature exits the orb’s space and can immediately breathe. Critical Failure As failure, but the creature can’t Swim to get free.
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 120-foot line
legacy_name: Polar Ray
saving_throw: Fortitude
source: Player Core pg. 316
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A jagged crack opens in the air, dealing 12d8 cold damage as it draws away warmth. Each creature along the rift must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is slowed 1 until the start of your next turn. Critical Failure The creature takes double damage, is immobilized by a layer of ice, and is slowed 1 as long as its immobilized. The ice is an object with 60 Hit Points, Hardness 5, immunity to cold damage, and vulnerability 10 to fire. It has object immunities (page 269) and is destroyed if the target Escapes.
Heightened (+1) The damage increases by 1d8 and the ice’s Hit Points increase by 5.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
cost: rare incense and offerings worth a total value of 20 gp × the target’s level
range: 10
source: Player Core pg. 390
target: another creature of up to 8th level who is a worshipper of the same deity or philosophy as you
type: Ritual
primary_check: Nature or Religion (expert)
secondary_casters: 1
secondary_check: Nature or Religion (whichever is used for the primary check)
You attempt to help a truly penitent creature atone for its misdeeds, typically actions that are anathema to your deity. If the creature isn’t truly penitent, the outcome is always a critical failure. This ritual uses Nature if the target is a druid, and Religion in all other cases.
Critical Success The creature receives absolution for its misdeeds, allowing it to regain standing with your deity. It regains any abilities it lost. Before the atonement is complete, the creature must perform a special quest or other task chosen by your deity, as befits its misdeeds. If completed during downtime, this task should take no less than 1 month. For 1 month, the target receives divine insight just before performing an act that would be anathema to your deity. Success As critical success, but the creature gains no special insight regarding its subsequent actions. Failure The creature does not receive absolution and must continue to meditate and redress its misdeeds. Any future atone rituals for the same misdeeds cost half as much and gain a +4 circumstance bonus to primary and secondary checks. Critical Failure The creature offends your deity and is permanently cast out from the faith. The creature can’t rejoin your religion without a more direct intervention.
Heightened (+1) Increase the maximum target level by 2 and the base cost by 20 gp.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Prediction
Effects with this trait determine what is likely to happen in the near future.
component: 10 minutes
source: Player Core pg. 316
spell_type: Spell
tradition: DivineOccult
type: Spell
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM’s best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won’t be particularly good or bad results).
The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it’s possible to get a different result.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 316
spell_type: Spell
tradition: Divine
type: Spell
You transform into an avatar of your deity, assuming a Huge battle form. You have hands in this battle form and can take manipulate actions. You can Dismiss this spell.
You gain the following statistics and abilities regardless of which deity’s battle form you assume:
AC = 25 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more attacks specific to your deity’s battle form, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the enfeebled condition, for example) unless they have the finesse trait, and all ranged attacks are Dexterity based.
Athletics modifier of +35, unless your own is higher.
You also gain the specific abilities listed for your deity below:Player Core
Alseta Speed 40 feet, dimensional Speed 60 feet; Melee dagger (agile, finesse, reach 15 feet, thrown 40 feet, versatile P), Damage 6d6+6 piercing; Ranged portal toss (range 60 feet), Damage 6d6+3 bludgeoning. When casting the avatar spell, a worshipper of Alseta gains the following additional abilities. The dimensional Speed allows the avatar of Alseta to cast dimension door at will as a divine innate spell, spending a single action to move up to 60 feet. The portal toss Strike causes the creature to fall through a series of portals before landing in the same spot and taking damage.
Arqueros When casting the avatar spell, a worshipper of Arqueros typically becomes a resplendent figure clad head to toe in gleaming golden armor, gripping a diamond-bladed spear in a gauntleted hand and a mighty shield in the other. They gain the following additional abilities. Arqueros Speed 60 feet, immune to immobilized; shield (15 Hardness, can’t be damaged); Melee spear (reach 15 feet), Damage 6d8+6 piercing; Ranged gaze of the stalwart guardian (range 60 feet, visual), Damage 6d6+3 mental
Falayna When casting the avatar spell, a worshipper of Falayna is typically girded in a silver breastplate and fashionable attire. They clutch a razor-edged longsword in hands bedecked in jeweled rings. They gain the following additional abilities. Falayna Speed 70 feet, air walk; Melee longsword (reach 15 feet, versatile piercing), Damage 6d8+6 slashing; Ranged ring salvo (range 120 feet), Damage 6d6+3 bludgeoning
Gendowyn When casting the avatar spell, a worshipper of Gendowyn typically becomes a being of earth and living flora, with furry, hooved legs and control over nature. They gain the following additional abilities. Gendowyn Speed 60 feet, burrow 30 feet, climb 30 feet; Melee whip of lashing vines (disarm, finesse, nonlethal, reach 20 feet, trip), Damage 6d4+6 slashing; Ranged nature’s wrath unbound (range 60 feet, ranged trip, versatile piercing, versatile slashing), Damage 6d6+3 bludgeoning
Ragathiel When casting the avatar spell, a worshipper of Ragathiel typically grows five wings of flame upon their back and wields a flaming bastard sword. They gain the following additional abilities. Ragathiel Speed 30 feet, fly 70 feet; Melee bastard sword (reach 15 feet, silver, two-handed d12), Damage 5d8+6 slashing plus 1d8 fire; Ranged flames of righteous vengeance (range 60 feet), Damage 4d6+3 fire plus 1d6 fire splash damage. The caster is immune to this splash damage.
Suyuddha When casting the avatar spell, a worshipper of Suyuddha typically has shining golden eyes, tiger-like markings upon their flesh, and wears armor composed of fractal angles. They gain the following additional abilities. Suyuddha Speed 70 feet, air walk; Melee tekko-kagi (agile, disarm, finesse, parry, reach 15 feet, trip), Damage 6d4+6 slashing; Ranged calculated countermeasures (range 60 feet, versatile bludgeoning, versatile slashing), Damage 6d6+3 piercing
Vildeis When casting the avatar spell, a worshipper of Vildeis typically sprouts blood-soaked wings from their back. Celestial sigils carved into their flesh recount every worthy sacrifice they’ve ever made. They gain the following additional abilities. Vildeis Speed 30 feet, fly 70 feet; Melee dagger (agile, finesse, reach 15 feet, thrown 40 feet, versatile slashing), Damage 5d4+6 piercing plus 1d6 persistent bleed damage; Ranged cry of the martyred (range 120 feet), Damage 5d6+3 sonic plus 1d6 persistent mental
Diomazul Speed 70 feet, swim Speed 40 feet, burrow Speed 40 feet; Melee eighty-blade war dance (forceful, reach 15 feet, versatile P), Damage 6d8+6 slashing; Ranged principle of retribution (damages only creatures who have previously attacked you, range 120 feet), Damage 6d6+3
Likha Speed 70 feet, immune to immobilized; Melee trunk (disarm, reach 20 feet), Damage 6d6+6 bludgeoning plus grasping trunk; Grasping Trunk A Large or smaller creature hit by the avatar’s trunk is grabbed. If the avatar moves, it can bring the grabbed creature along with it.
Mahathallah Speed 30 feet, fly Speed 70 feet, automatically succeeds at all flat checks to attack a hidden or concealed creature; Ranged hideous vision (range 120 feet, visual), Damage 6d6+3 mental
Narakaas When casting the avatar spell, a worshipper of Narakaas transforms into a creature with four stag-like legs and bone antlers. Their face becomes featureless, and their body is composed of thousands of shattered pieces of themselves, bound together with radiant gold light. They gain the following additional abilities. Narakaas Speed 70 feet, air walk; Melee greataxe (reach 15 feet, sweep), Damage 5d12+6 slashing; Ranged shattering introspection (range 120 feet), Damage 5d6+3 mental plus 1d6 persistent mental
Pathfinder #189: Dreamers of the Nameless Spires
Findeladlara When casting the avatar spell, a worshiper of Findeladlara transforms into a towering and beautiful elven woman armed with a staff. They gain the following additional abilities Findeladlara Speed 70 feet, air walk; Melee [one-action] staff (two-hand d8), Damage 6d4+6 bludgeoning; Ranged [one-action] whirling snowflakes (range 120 feet), Damage 6d6+3 cold
Firebrands
Arshea When casting the avatar spell, a worshipper of Arshea becomes a fluid, shifting humanoid that changes appearance, gender, and form moment by moment, though the caster can choose one specific form if desired. Dressed in gossamer sashes, scarves, and veils, each form wields a flail and possesses magnificent, wispy wings of gray and silver feathers. They gain the following additional abilities. Arshea Speed 30 feet, fly 70 feet, immune to forced movement, immune to immobilized; Melee flail (disarm, reach 15 feet, sweep, trip), Damage 6d6+6 bludgeoning; Melee gossamer veil (disarm, finesse, grapple, nonlethal, reach 20 feet, trip), Damage 6d4+6 slashing; Ranged gaze of abandon (nonlethal, range 120 feet, visual), Damage 6d6+3 mental.
Jin Li When casting the avatar spell, a worshipper of Jin Li becomes a glorious dragon carp. With three gills on each side of their neck, they gain billowing orange and yellow fins, bulging eyes, and shimmering golden scales. Capable of breathing above and below water, swimming through the water, and flopping across the ground, their body is muscular and constantly moving. They gain the following additional abilities. Jin Li Speed 30 feet, swim 60 feet, ignore difficult terrain and greater difficult terrain; can breathe underwater; Melee smashing flop (backswing, reach 15 feet, shove), Damage 6d8+6 bludgeoning; Ranged mighty splash (range 60 feet), Damage 4d6+3 bludgeoning plus 1d6 bludgeoning splash. The caster is immune to this splash damage.
Marishi When casting the avatar spell, a worshipper of Marishi becomes stronger and more muscular, with powerful arm and leg muscles to propel them across the battlefield. To enable that mobility, they gain colorful, comfortable attire that’s close-fitting to the body (to stay out of the way), and they boast a collar of colorful ribbons, woven together like the ribbons of the maypole that symbolizes Marishi’s worship. They wear spiked gauntlets on their hands and a wide leather belt around their waist. They gain the following additional abilities. Marishi Speed 70 feet, climb 50 feet, swim 50 feet, air walk; Melee spiked gauntlet (agile, free-hand, reach 15 feet), Damage 6d4+6 piercing; Ranged strain of exertion (nonlethal, range 120 feet), Damage 6d6+3 mental
Picoperi When casting the avatar spell, a worshipper of Picoperi becomes youthful in appearance with overlarge sparkling eyes, a wide smile, dimpled cheeks, and a messy mop of hair. They wear a colorful yellow and green vest, and their movements trail sparkles or produce comical sounds. They often display signs of mischief and raucous play, such as dirt smears across their cheeks, grass stains on their clothes, worn fabric, or scuffed knees. Their pockets are filled with innocent tools of mischief like water balloons, sticks, stones, or elastics. They gain the following additional abilities. Picoperi Speed 70 feet, immune to immobilized, air walk; Melee cunning prank (finesse, nonlethal, reach 15 feet, versatile P or S), Damage 6d4+6 bludgeoning; Ranged uncontrollable laughter (nonlethal, range 60 feet), Damage 6d6+3 mental
Thisamet When casting the avatar spell, a worshipper of Thisamet becomes middle-aged and nondescript, with festive but understated attire, deep laugh lines, and eyes that sparkle with mirth. They carry a serving platter overflowing with the bounty of a feast, including ripe fruits, slow-roasted meats, spiced vegetables, rich stews, and a multitude of fresh-baked pies. The food carried on this platter doesn’t weigh down the caster, never spills, and never empties. They gain the following additional abilities. Thisamet Speed 60 feet, ignore difficult terrain and greater difficult terrain, air walk; serving platter shield (15 Hardness, can’t be damaged); Melee serving platter (nonlethal, reach 15 feet, shove, two-hand d6), Damage 6d4+6 bludgeoning; Ranged fresh-baked pie (range 60 feet), Damage 4d4+3 bludgeoning plus 2d4 fire
Yelayne When casting the avatar spell, a worshipper of Yelayne becomes dressed in fashionable attire of exquisite craftsmanship and entirely unique design, tailored to their personal tastes. These clothes usually include detailed embroidery, colorful ribbons, intricate beadwork, or artful pleating, along with a flowing cloak, robe, or skirt. The patterning of the fabrics and decorative details showcases the caster’s achievements and life events. Their hair, if possible, and their attire billow in a constant and playful breeze. They gain the following additional abilities. Yelayne Speed 60 feet, fly 70 feet; Melee whip of entangling threads (disarm, finesse, nonlethal, reach 20 feet, trip), Damage 6d4+6 slashing plus Grab; Ranged gust of captivated wind (range 120 feet, versatile S), Damage 6d6+3 bludgeoning plus Push
Highhelm
Angradd When casting the avatar spell, a worshipper of Angradd typically becomes clad in full-plate made of pure flame, emitting a comfortable heat for the caster and their allies while feeling like a roaring inferno to foes. They gain the following additional abilities. Angradd Speed 40 feet, immune to fire; Melee greataxe (reach 15 feet, sweep), Damage 6d12+6 slashing; Ranged flaming salvo (range 60 feet), Damage 4d6+3 fire plus 2d6 persistent fire damage.
Bolka When casting the avatar spell, a worshipper of Bolka’s skin typically turns golden brown and grows long ringlets of blonde hair. They gain the following additional abilities. Bolka Speed 60 feet, immune to mental; Melee light mace (agile, finesse, reach 15 feet, shove), Damage 6d6+6 bludgeoning; Ranged wedding bell (auditory, nonlethal, range 120 feet), Damage 6d6+3 sonic
Dranngvit When casting the avatar spell, a worshipper of Dranngvit’s eyes turn white, with a gaze that seems to judge every broken promise. They gain the following additional abilities. Dranngvit Speed 50 feet, immune to mental; Melee light pick (agile, fatal d8, reach 15 feet), Damage 6d4+6 piercing; Ranged collector’s toll (range 80 feet), Damage 6d6+3 mental
Droskar When casting the avatar spell, a worshipper of Droskar has their skin turn the grimy gray of forge ash and sweat. They gain the following additional abilities. The Taskmaster’s Grasp causes the target to become immobilized for 1 round unless they succeed at a Reflex saving throw. Droskar Speed 50 feet, immune to immobilized; Melee hammer of toil (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged taskmaster manacles (range 120 feet), Damage 5d6+3 bludgeoning plus Taskmaster’s Grasp
Folgrit When casting the avatar spell, a worshipper of Folgrit gains an ageless appearance, seeming both youthful and worldly at the same time. They gain the following additional abilities. The chastising shout Strike causes the target to become enfeebled unless they succeed at a Will saving throw. Folgrit Speed 60 feet, immune to negative; Melee matriarch staff (reach 15 feet, two-hand d8), Damage 6d6+6 bludgeoning; Ranged chastising shout (120 feet), Damage 5d6+6 mental and enfeebled 1
Grundinnar When casting the avatar spell, a worshipper of Grundinnar becomes cleansed of all grime and speaks in a voice that cuts through even the loudest din of combat. They gain the following abilities. The demand for peace Strike causes the target to become stupefied unless they succeed at a Will saving throw. Grundinnar Speed 60 feet, immune to flat-footed; Melee light hammer (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged demand for peace (120 feet), Damage 5d6+6 mental damage and stupefied 1
Kols When casting the avatar spell, a worshipper of Kols typically becomes a living embodiment of justice, with a tome of laws to protect the innocent, a gavel to subdue the guilty, and the wisdom and courage to discern which is which. They gain the following additional abilities. Kols Speed 50 feet, ignore difficult terrain and greater difficult terrain, immune to immobilized; Melee decisive gavel (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged pronounce judgment (nonlethal, range 120 feet), Damage 6d6+3 sonic
Magrim When casting the avatar spell, a worshipper of Magrim gains a dour expression, lacking any mirth, and their skin turns a pallid, corpse-like color. They gain the following abilities. Magrim Speed 60 feet, immune to drained and fatigue; Melee worker’s hammer (shove, reach 15 feet), Damage 6d6+6 bludgeoning; Ranged soul blast (range 60 feet), Damage 6d6 force
Trudd When casting the avatar spell, a worshipper of Trudd gains dark, loam-colored skin, their muscles accentuated with steel blue light. They gain the following additional abilities. The crushing hammer Strike causes the target to become clumsy unless they succeed at a Fortitude saving throw. Trudd Speed 55 feet, immune to mental; shield (15 hardness, can’t be damaged); Melee crushing hammer (reach 15 feet, shove), Damage 5d8+6 bludgeoning and clumsy 1; Ranged shield toss (range 60 feet), Damage 6d6+6 bludgeoning
Rage of Elements
Hshurha The imperceptible form ability allows the caster to spend a single action casting invisibility at will as a divine innate spell. Hshurha no land speed, fly Speed 70 feet, imperceptible form; Melee twisting gale (agile, shove, thrown 20 feet, versatile S), Damage 4d6+6 bludgeoning plus Grab; Ranged cruel outburst (air, range 120 feet), Damage 4d6+3 bludgeoning plus 2d6 sonic splash damage
Laudinmio The avatar of Laudinmio manifests with a shard bomb in each hand but must Interact to draw a new one. The avatar is immune to the shard bomb’s splash damage. Speed 60 feet, ignore difficult terrain and greater difficult terrain; Ranged shard bomb (range 120 feet, splash), Damage 4d6+3 slashing plus 3 slashing splash damage
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
cost: herbs, 1/5 the value on Creature Creation Rituals
range: 10
source: Player Core pg. 390
target: 1 animal of up to the level on the table
type: Ritual
primary_check: Nature (master)
secondary_casters: 3
secondary_check: Lore (any), Society , Survival
You grant intelligence to the target, transforming it into a beast. If it was previously an animal companion or minion, it can no longer serve as one.
Creature Creation Rituals
Creature Level
Ritual Rank
Required Cost
–1 or 0
2
15 gp
1
2
60 gp
2
3
105 gp
3
3
180 gp
4
4
300 gp
5
4
480 gp
6
5
750 gp
7
5
1,080 gp
8
6
1,500 gp
9
6
2,100 gp
10
7
3,000 gp
11
7
4,200 gp
12
8
6,000 gp
13
8
9,000 gp
14
9
13,500 gp
15
9
19,500 gp
16
10
30,000 gp
17
10
45,000 gp
Critical Success The target’s Intelligence, Wisdom, and Charisma modifiers each increase to +2 if they were lower, and it becomes helpful to you for awakening it. Success The target’s Intelligence, Wisdom, and Charisma modifiers increase to +0 if they were lower and it becomes friendly to you for awakening it. Failure You fail to awaken the target. Critical Failure You accidentally awaken the target with a pure bestial hatred toward you. The target’s Intelligence, Wisdom, and Charisma modifiers increase to –2 if they were lower. It becomes hostile to you, attempting to destroy you.
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 10-foot emanation
duration: 1 min.
saving_throw: Will
source: Player Core pg. 317
spell_type: Spell
tradition: DivineOccult
type: Spell
You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls as long as they are in the area. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet and force enemies in the area that weren’t yet affected to attempt another saving throw. Bane can counteract bless.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 1 creature that isn't on its home plane
range: 30
saving_throw: Will
source: Player Core pg. 317
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while Casting this Spell and add a cost to the spell to give the creature a –2 circumstance penalty to its save. The cost must be a specially gathered object that is anathema to the creature. This spell fails if you aren’t on your home plane when you cast it.
Critical Success The target resists being banished and you are stunned 1. Success The target resists being banished. Failure The target is banished. Critical Failure The target is banished and can’t return by any means to the plane it’s banished from for 1 week.
Heightened (9th) You can target up to 10 creatures. The extra cost affects targets to which it is anathema.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 days.
range: 30
source: Player Core pg. 318
spell_type: Spell
target: 1 mindless undead creature with a level no greater than bind undead ’s spell rank
tradition: ArcaneDivineOccult
type: Spell
With a word of power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.
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.
cost: warding circle ingredients worth a total value of 2 gp × the spell rank × the target’s level
source: Player Core pg. 391
target: 1 extraplanar creature
type: Ritual
primary_check: Arcana (master) or Occultism (master)
secondary_casters: 3
secondary_check: Diplomacy or Intimidation ; Arcana or Occultism (whichever isn’t used for the primary check)
You call forth an extraplanar creature of a level no greater than double that of the binding circle ritual’s rank and attempt to bargain with it, generally to perform a task for you in exchange for payment.
You conjure the extraplanar creature within your circle and negotiate a deal with it. A creature that doesn’t wish to negotiate at all can attempt a Will save to stay on its home plane. Most extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses major risks. Fiends and similarly wicked extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Universe or inflict evil upon the world along the way.
Monetary prices usually range from the cost of a consumable item of the creature’s level for a short and simple task to a permanent magic item of the creature’s level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract.
You can add an additional secondary caster to create a warding circle that prevents the extraplanar creature from attacking or leaving the circle during the bargain. This uses the Crafting skill and has the same DC as a secondary check would. This protection ends if you use a hostile action against the extraplanar creature or the warding circle breaks.
Critical Success You call the extraplanar creature and can prevent it from returning home for up to a full day, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the duration. Success You call the extraplanar creature and must make your case succinctly, after which the creature can return home at any time. Failure You fail to call the extraplanar creature. Critical Failure You call something vile and horrible, unbound by your wards, and it immediately attempts to destroy 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.
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.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
element: Fire
legacy_name: Scorching Ray
range: 60
saving_throw: AC
source: Player Core pg. 318
spell_type: Spell
target: 1 or more creatures
tradition: ArcanePrimal
type: Spell
You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage.
For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions.
These attacks each increase your multiple attack penalty, but you don’t increase your multiple attack penalty until after you make all the spell attack rolls for blazing bolt. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.
Heightened (+1) The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2- and 3-action versions.
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 15-foot emanation
duration: 1 min.
source: Player Core pg. 318
spell_type: Spell
tradition: DivineOccult
type: Spell
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation’s radius by 10 feet. Bless can counteract bane.
An action with this trait requires a degree of mental concentration and discipline.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
area: up to a 60-foot burst
duration: 1 min.
legacy_name: Blade Barrier
range: 120
saving_throw: Reflex
source: Player Core pg. 318
spell_type: Spell
tradition: Divine
type: Spell
Manifestations of divine force appear in the hundreds, swirling in a massive, protective sphere. These typically look like spiky fragments, but often take on an appearance themed to the deity of the caster. The sphere is hollow, with the manifestations forming a shell 2 inches deep on the outer edge. You can choose to make the burst smaller, in 5-foot increments, when you cast it.
The shell provides cover and can intersect solid terrain without affecting it. The shell deals 7d8 force damage to each creature who intersects with the shell when the sphere’s created, or who attempts to move through the shell. The creature also takes the damage at the end of its turn, but only if it didn’t already take damage from the shell that turn. The effects are determined by a creature’s Reflex save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage, is pushed up to 10 feet in the direction of your choice, and ends its movement. Critical Failure The creature takes double damage, is pushed up to 20 feet in the direction of your choice, and ends its movement.
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.
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.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 1/2-mile-radius circle centered on you
duration:
source: Player Core pg. 391
type: Ritual
primary_check: Nature (expert)
secondary_casters: 1
secondary_check: Survival
You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteractplant growth instead of producing its usual effect.
Critical Success Completely spoil the crop yield in the area, or decrease the yield by half in an area with up to a 1-mile radius. Success Decease the crop yield in the area by half. Failure The ritual has no effect. Critical Failure The flora in the area changes in an unexpected way, determined by the GM but generally as contradictory to your true desires as possible (for instance, enriching crops when you would prefer to blight them).
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: Fortitude
source: Player Core pg. 318
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You blind the target. The effect is determined by the target’s Fortitude save. The target then becomes temporarily immune for 1 minute.
Critical Success The target is unaffected. Success The target is blinded until its next turn begins. Failure The target is blinded for 1 minute. Critical Failure The target is blinded permanently.
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
range: 30
requirement: You can bleed
saving_throw: Will
source: Player Core pg. 318
spell_type: Spell
target: the triggering creature
tradition: ArcaneDivineOccult
trigger: A creature deals piercing, slashing, or persistent bleed damage to you
type: Spell
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
Critical Success The target is unaffected. Success The target takes half the persistent bleed damage. Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Critical Failure As failure, but the target takes double the persistent bleed damage.
Heightened (+2) The persistent bleed damage increases by 2d6.
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.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
duration: 1 min.
0
school: illusion
source: Player Core pg. 318
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
The target’s form appears blurry. It becomes concealed. As the nature of this effect still leaves the target’s location obvious, the target can’t use this concealment to Hide or Sneak.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
range: 60
source: Player Core pg. 319
spell_type: Spell
target: the triggering creature
tradition: Divine
trigger: A living creature within range would die
type: Spell
Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore 5d8 Hit Points to the target. You can’t use breath of life if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 15-foot cone
deity: RovagugSarenrae
element: Fire
legacy_name: Burning Hands
saving_throw: basic Reflex
source: Player Core pg. 319
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A gout of flame sprays from your mouth. You deal 2d6 fire damage to creatures in the area with a basic Reflex save.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
cost: rare candles and incense worth a total value of 50 gp
duration: 10 min.
source: Player Core pg. 391
type: Ritual
primary_check: Occultism (expert) or Religion (expert)
secondary_casters: 1
secondary_check: Occultism or Religion (whichever isn’t used for the primary check)
You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit Impersonates the spirit you meant to call. The DC of the Will save is 2 lower if you haven’t met the spirit in life. Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn’t in the afterlife (such as if it’s an undead), all results other than critical failures use the failure effect.
Critical Success The spirit is particularly cooperative, and even if it has strong reasons to deceive you, it takes a –2 circumstance penalty to its Deception checks. Success You call the spirit. Failure You fail to call a spirit. Critical Failure One or more evil spirits appear and attack.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 10-foot burst
duration: 1 min.
legacy_name: Calm Emotions
range: 120
saving_throw: Will
source: Player Core pg. 319
spell_type: Spell
tradition: DivineOccult
type: Spell
You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.
Critical Success The creature is unaffected. Success Calming urges impose a –1 status penalty to the creature’s attack rolls. Failure Any emotion effects that would affect the creature are suppressed and the creature can’t use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm. Critical Failure As failure, but hostility doesn’t end the effect.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 120
saving_throw: Will
source: Player Core pg. 319
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible to only them. The target takes 10d6 mental damage depending on its Will save. A creature cursed by this spell can’t benefit from circumstance or status bonuses, for the duration noted in the degree of success.
Critical Success The target is unaffected. Success The target takes half damage, is frightened 1, and is cursed for 1 round. Failure The target takes full damage, is frightened 3, and is cursed for 1 week. Critical Failure The target takes double damage, is frightened 4, and is cursed for an unlimited duration. While the curse remains, the target’s allies are also affected by the curse while within 15 feet of the creature.
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.
Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.
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.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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: 60-foot burst
element: AirEarthFireWater
range: 1000
saving_throw: basic Reflex
source: Player Core pg. 319
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack. The following effects come down upon all creatures in the area. Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm’s damage. Each creature attempts one basic Reflex save that applies to all five types of damage.
Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 5-foot burst
legacy_name: Acid Splash
range: 30
saving_throw: basic Reflex
source: Player Core pg. 319
spell_type: Cantrip
tradition: ArcanePrimal
type: Spell
You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage.
Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.
An action with this trait requires a degree of mental concentration and discipline.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 500
saving_throw: basic Reflex
source: Player Core pg. 319
spell_type: Spell
target: 1 creature, plus any number of additional creatures
tradition: ArcanePrimal
type: Spell
You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity then arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can’t target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
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.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
deity: AsmodeusCalistria
duration: 1 hrs.
range: 30
saving_throw: Will
source: Player Core pg. 320
spell_type: Spell
target: 1 creature
tradition: ArcaneOccultPrimal
type: Spell
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When 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, meaning you could potentially convince the target to continue being your friend via mundane means.
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 charm, 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. Critical Failure The target’s attitude becomes helpful toward you, and it can’t use hostile actions against you.
Heightened (4th) The duration lasts until your next daily preparations.
Heightened (8th) The duration lasts until your next daily preparations, and you 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.
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.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Darkness
Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
lesson: Lesson of Shadow
range: 120
saving_throw: AC
source: Player Core pg. 320
spell_type: Spell
target: 1 creature
tradition: Divine
type: Spell
You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack. The ray deals 5d6 cold damage. If the target has the holy trait, you deal an extra 5d6 spirit damage.
Critical Success The target takes double damage. Success The target takes full damage.
If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell’s target.
Heightened (+1) The cold damage increases by 2d6, and the spirit damage against holy creatures increases by 2d6.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Scrying
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
component: 1 minute
duration: 10 min.
range: 500
source: Player Core pg. 320
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create an invisible floating ear at a location within range (even if it’s outside your line of sight or line of effect). It can’t move, but you can hear through the ear as if using your normal auditory senses.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Scrying
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
component: 1 minute
duration: 10 min.
range: 500
source: Player Core pg. 320
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create an invisible floating eye at a location within range (even if it’s outside your line of sight or line of effect). The eye can’t move, but you can see in all directions from that point as if using your normal visual senses.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Neutralize Poison
0
source: Player Core pg. 320
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 1 cubic foot
legacy_name: Purify Food and Drink
range: 10
source: Player Core pg. 320
spell_type: Spell
tradition: DivinePrimal
type: Spell
You transform all food and beverages in the area into delicious fare, changing water into wine or another fine beverage, or enhancing the food’s taste and ingredients to make it a gourmet treat. You can also choose to remove all toxins and contaminations from the food. This spell doesn’t prevent future contamination, natural decay, or spoilage, nor does it make the food any more nutritious.
Heightened (+2) Add another cubic foot to the area, which must be contiguous with the rest.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
legacy_name: Remove Fear
0
source: Player Core pg. 320
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
You drive mental contamination from the target’s mind. Attempt to counteract an effect of your choice imposing one of these conditions on the target: fleeing, frightened, and stupefied. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed. This spell can’t counteract or suppress conditions that are part of curses, diseases, or a natural state of the target.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Silence in Snow
range: 30
saving_throw: Reflex
source: Player Core pg. 386
spell_type: Cantrip
target: 1 creature
type: Spell
Freezing sleet and heavy snowfall collect on the target’s feet and legs, dealing 1d4 cold damage and other effects depending on its Reflex save.
Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and a –5-foot circumstance penalty to its Speeds until the spell ends. Critical Failure The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
cost: rare incense worth a total value of 300 gp
legacy_name: Legend Lore
source: Player Core pg. 391
type: Ritual
primary_check: Occultism (master)
secondary_casters: 2
secondary_check: Performance , Society
You tap into other mortals’ memories, knowledge, legends, tales, and lore about a subject. The subject must be an important person, place, or thing. If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information.
Critical Success For 1 hour after the ritual ends, you sort through memories that are mostly coherent, emphasizing more accurate or useful information over misremembered knowledge or exaggerated tales. Success For 1 hour after the ritual ends, you learn useful information for further inquiry that remains generally incomplete or enigmatic. As is the nature of mortal memory and stories, you are likely to learn multiple contradictory versions. Failure You fail to learn any useful legends. Critical Failure Your mind becomes overwhelmed with the vast array of knowledge at your disposal. You can’t sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you recover, however, you can retrain one of your skills into a Lore based on the knowledge of a subject you were accessing, as if you had spent 1 week retraining.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
patron_theme: Faith's Flamekeeper
range: 30
saving_throw: Will
source: Player Core pg. 321
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You shout a command that’s hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone, or stand in place. It can’t Delay or take any reactions until it has obeyed your command. The effects depend on the target’s Will save.
Success The creature is unaffected. Failure The creature must spend the first action on its next turn to obey your command. Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.
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.
Prediction
Effects with this trait determine what is likely to happen in the near future.
cost: rare incense worth a total value of 150 gp
duration: 10 min.
source: Player Core pg. 301
type: Ritual
primary_check: Nature (master), Occultism (master), or Religion (master)
secondary_casters: 1
secondary_check: Nature, Occultism, or Religion (whichever is used for the primary check)
You call upon an unknown, powerful being to answer questions. The being varies depending on the skill used for the primary check.
Nature Primal spirits of nature, which know about animals, beasts, fey, fungi, plants, topography, and natural resources within a 3-mile radius.
Occultism Planar and other mysterious entities such as elementals, forgotten spirits, and monitors, which know about forgotten knowledge, the planes, obscure secrets, and other esoterica.
Religion Divine beings like celestials and fiends that know about the gods they serve and the god’s respective purview; these are typically a servitor of your deity if you have one.
You can ask up to seven questions that could be answered with “Yes” or “No.” The entity answers with one-word answers such as “Yes,” “No,” “Likely,” and “Unknown,” though its answers always reflect its own agenda and could be deceptive.
Critical Success You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won’t attempt to deceive you, though it still might not know the answers. When it’s important to provide clarity, the entity will answer your questions with up to five words, such as “If you leave immediately” or “That was true once.” Success You can ask your questions and receive answers. Failure You fail to contact an appropriate being. Critical Failure You are exposed to the enormity of the cosmos and are stupefied 4 for 1 week (can’t remove by any means).
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.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 min.
range: 30
saving_throw: Will
source: Player Core pg. 321
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target’s Will save. You can Dismiss the spell.
Critical Success The target is unaffected. Success The target babbles incoherently and is stunned 1. Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion. Critical Failure The target is confused for 1 minute, with no save to end early.
Heightened (8th) You 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.
Consecration
A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.
area: 40-foot-radius burst around an immobile altar, shrine, or fixture of your deity
cost: rare incense and offerings worth a total value of 20 gp × the spell rank
duration:
range: 40
source: Player Core pg. 392
type: Ritual
primary_check: Religion
secondary_casters: 2
secondary_check: Crafting , Performance
You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks, and creatures anathema to your deity (such as undead for Pharasma or Sarenrae) take a –1 status penalty to those rolls. If your deity’s divine sanctification allows you to choose holy or unholy, you can choose to make the consecrated site holy or unholy as well. If the deity’s sanctification must be holy or unholy, you must make the site match that sanctification. Strikes made by worshippers of your deity within the area gain the site’s sanctification trait, if any.
Critical Success The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity’s favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral. Success The consecration succeeds. Failure The consecration fails. Critical Failure The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail.
Heightened (7th) The consecrated area also gains the effects of the planar seal spell, but the effect doesn’t attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
source: Player Core pg. 321
spell_type: Spell
tradition: Arcane
type: Spell
You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th rank or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast contingency, such as choosing a damage type for resist energy. During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a Ready action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast contingency again, the newer casting supersedes the older.
Heightened (8th) You can choose a spell of 5th rank or lower.
Heightened (9th) You can choose a spell of 6th rank or lower.
Heightened (10th) You can choose a spell of 7th rank or lower.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
area: 50 feet long by 50 feet wide
deity: Gozreh
duration: 1 hrs.
element: Water
range: 500
saving_throw: Fortitude (see text)
source: Player Core pg. 321
spell_type: Spell
tradition: ArcanePrimal
type: Spell
By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Creatures that have the water trait and that are in the area when you Cast the Spell must attempt a Fortitude save, with the effects of the slow 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.
area: 2-mile-radius circle centered on you
duration: 12 hrs.
source: Player Core pg. 392
type: Ritual
primary_check: Nature (master)
secondary_casters: 1
secondary_check: Survival
You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season. You can’t specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes.
Spring drizzle, downpour, extreme heat, hail, heat
Autumn cold weather, fog, mild heat, sleet
Winter blizzard, mild cold, extreme cold, thaw
Critical Success You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12). Success You change the weather as desired. Failure You fail to change the weather as desired. Critical Failure The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather).
Heightened (9th) You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season’s list.
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.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
legacy_name: Inspire Courage
source: Player Core pg. 370
spell_type: Cantrip
type: Spell
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
component: 1 minute
duration: 12 hrs.
element: Wood
range: 30
source: Player Core pg. 321
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You shape a cabin 20 feet on each side and 10 feet high. This cabin has the structure trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn’t include its own lock, but it has a fastener to which a lock can be applied.
The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a Sustain action. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can Dismiss the spell.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 hour
range: 30
source: Player Core pg. 321
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).
Heightened (4th) You can feed 12 Medium creatures.
Heightened (6th) You can feed 50 Medium creatures.
Heightened (8th) You can feed 200 Medium creatures.
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.
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
cost: black onyx, see Creature Creation Rituals
range: 10
source: Player Core pg. 393
target: 1 dead creature
type: Ritual
primary_check: Arcana (expert), Occultism (expert), or Religion (expert)
secondary_casters: 1
secondary_check: Religion
You transform the target into an undead creature with a level up to that allowed in the Creature Creation Rituals table. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can’t be created with a version of create undead.
Creature Creation Rituals
Creature Level
Ritual Rank
Required Cost
–1 or 0
2
15 gp
1
2
60 gp
2
3
105 gp
3
3
180 gp
4
4
300 gp
5
4
480 gp
6
5
750 gp
7
5
1,080 gp
8
6
1,500 gp
9
6
2,100 gp
10
7
3,000 gp
11
7
4,200 gp
12
8
6,000 gp
13
8
9,000 gp
14
9
13,500 gp
15
9
19,500 gp
16
10
30,000 gp
17
10
45,000 gp
Critical Success The target becomes an undead creature of the appropriate type. If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it’s intelligent and doesn’t become a minion, the undead is helpful to you for awakening it, though it’s still a horrid and evil creature. If it’s unintelligent and doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. Success As critical success, except an intelligent undead that doesn’t become your minion is only friendly to you, and an unintelligent undead that doesn’t become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command. Failure You fail to create the undead. Critical Failure You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
element: Water
0
source: Player Core pg. 322
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 minute
deity: AbadarShelynTorag
duration: 1 hrs.
0
source: Player Core pg. 322
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You conjure a temporary object from magical energy. It must consist of earthen or plant-derived matter (such as wood, paper, brick, or stone) and be 5 cubic feet or smaller. It can’t rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can’t be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can’t be sold or passed off as a genuine item. The spell gains the appropriate trait for the item created, typically earth, plant, or wood.
Heightened (5th) The item is metal and can include common minerals, like feldspar or quartz. The spell gains the metal trait if used to create a metal object.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 30
saving_throw: Will
source: Player Core pg. 322
spell_type: Spell
target: 1 creature
tradition: Divine
type: Spell
You assault the target’s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.
Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage; if the target can cast divine spells, it’s stupefied 1 for 1 round. Critical Failure The target takes double damage, is stupefied 1 for 1 round, and can’t cast divine spells for 1 round.
To many deities, casting this spell on a follower of your own deity without significant cause is anathema.
Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).
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.
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.
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.
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: Baleful Polymorph
range: 30
saving_throw: Fortitude
source: Player Core pg. 322
spell_type: Spell
target: 1 creature
tradition: ArcaneOccultPrimal
type: Spell
You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.
Critical Success The target is unaffected. Success The target’s body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal. Failure The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately. Critical Failure The target is transformed into the chosen harmless animal, body and mind, for an unlimited 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Darkness
Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 20-foot burst
duration: 1 min.
range: 120
source: Player Core pg. 322
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell’s rank or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
source: Player Core pg. 322
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You grant yourself supernatural sight in areas of darkness. You gain darkvision.
Heightened (3rd) The spell’s range is touch and it targets 1 willing creature.
Heightened (5th) The spell’s range is touch and it targets 1 willing creature. The duration is until your next daily preparations.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Nonlethal
Attacks with this weapon are nonlethal (page 407), and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
duration: 1 round
range: 60
saving_throw: Will
source: Player Core pg. 322
spell_type: Cantrip
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: Fortitude
source: Player Core pg. 322
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
The target loses its hearing. It must attempt a Fortitude save, and it is then temporarily immune for 1 minute.
Critical Success The target is unaffected. Success The target is deafened for 1 round. Failure The target is deafened for 10 minutes. Critical Failure The target is deafened permanently.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
legacy_name: Horrid Wilting
range: 500
saving_throw: basic Fortitude
source: Player Core pg. 323
spell_type: Spell
target: any number of living creatures
tradition: ArcanePrimal
type: Spell
You pull the moisture from the targets’ bodies, dealing 10d10 void damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to desiccate.
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.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 30-foot emanation
source: Player Core pg. 323
spell_type: Cantrip
tradition: ArcaneDivineOccultPrimal
type: Spell
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
source: Player Core pg. 323
spell_type: Spell
target: 1 object or creature
tradition: DivinePrimal
type: Spell
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.
Heightened (2nd) You learn the number and types of poison.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 30-foot emanation
duration: 1 hrs.
source: Player Core pg. 324
spell_type: Spell
tradition: ArcaneOccult
type: Spell
By reading trace auras, you detect the presence of scrying effects in the area. If detect scrying is higher rank than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.
Heightened (6th) The duration is until 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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Nethys
legacy_name: Disjunction
range: 120
saving_throw: basic Reflex (see text)
source: Player Core pg. 324
spell_type: Spell
target: 1 magic item or spell effect
tradition: ArcanePrimal
type: Spell
You cause the magic within the target to dissipate in a destructive explosion. You attempt to counteract the target. If the attempt succeeds, an explosion of magical force deals 8d6 force damage with a basic Reflex save. If you successfully counteract the magic of an item, it’s deactivated for 1 week (or destroyed on a critical success) and the explosion is a 5-foot emanation from the item. If you successfully counteract a spell, the effect ends and the explosion affects either all creatures in the spells’ area or the target of the spell and all creatures in a 5-foot emanation around it.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 324
spell_type: Spell
tradition: Primal
type: Spell
You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal, but this has no effect on the form’s Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
15 temporary Hit Points.
Low-light vision and imprecise scent 30 feet.
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
Athletics modifier of +18, unless your own is higher.
You also gain specific abilities based on the form you choose:
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21.
Heightened (7th) Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 30-foot emanation
duration: 1 round
source: Player Core pg. 370
spell_type: Cantrip
type: Spell
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in the area.
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
duration: 10 min.
0
school: illusion
source: Player Core pg. 324
spell_type: Spell
target: 1 target
tradition: ArcaneOccult
type: Spell
You shroud a creature from others’ senses. The target becomes undetected, not just to sight but to all senses, allowing the target to count as invisible no matter what precise and imprecise senses an observer might have. It’s still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: The Inscribed One
range: 30
source: Player Core pg. 386
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron deigns to whisper a few secrets. The target can Recall Knowledge, Seek, or Sense Motive as a free action. The target gains a +1 status bonus to the statistic used for the roll (a skill or Perception) on the roll and as long as you Sustain the spell. The target is temporarily immune to discern secrets for 1 minute.
Heightened (5th) You can target two creatures instead of one.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 minute
legacy_name: Misdirection
range: 30
school: illusion
source: Player Core pg. 324
spell_type: Spell
target: 1 item or spell effect
tradition: ArcaneOccult
type: Spell
You alter how an item’s or spell’s magical aura appears to effects like detect magic. You can hide the auras entirely, have an item register as a common item of lower level, or make a spell register as a common spell of the same or lower rank. You can Dismiss the spell.
A caster using detect magic or read aura of a higher rank than disguise magic can attempt to disbelieve the illusion using the skill matching the tradition of the spell (Arcana for arcane, Religion for divine, Occultism for occult, or Nature for primal). Further attempts by the same caster get the same result as the initial check to disbelieve.
Heightened (2nd) You can Cast this Spell on a creature, disguising all items and spell effects on it.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
deity: Rovagug
range: 120
saving_throw: AC and basic Fortitude
source: Player Core pg. 325
spell_type: Spell
target: 1 creature, unattended object, or force construct
tradition: Arcane
type: Spell
A black tracer bolt flies toward your target, and upon making contact intensifies into a powerful destructive beam. Make a spell attack against the target. If you hit an object or force construct (such as a wall of force), it’s destroyed with no save unless it’s an artifact or similarly powerful. A single casting can destroy no more than a 10-foot cube of matter.
If you hit a creature, it takes 12d10 damage (no damage type) with a basic Fortitude save. If you critically hit, the target gets a result one degree of success worse than the outcome of its Fortitude save. A creature reduced to 0 HP is blasted to fine powder; its gear remains.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 120
source: Player Core pg. 325
spell_type: Spell
target: 1 spell effect or unattended magic item
tradition: ArcaneDivineOccultPrimal
type: Spell
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 10-foot burst centered on one corner of your space
duration: 10 min.
legacy_name: Globe of Invulnerability
source: Player Core pg. 325
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You create an immobile globe around yourself. It attempts to counteract any spell from outside the globe whose area or targets enter into it, as if the globe were a dispel magic spell 1 rank lower than its actual spell rank. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area are affected normally). You must form the sphere in an unbroken open space, so its edges don’t pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
area: 40-foot emanation
range: 40
saving_throw: Fortitude
source: Player Core pg. 325
spell_type: Spell
tradition: Divine
type: Spell
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. You deal 7d10 spirit damage to your enemies in the area; each enemy must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is enfeebled 2 for 1 minute. Critical Failure The creature takes double damage and is enfeebled 2 for 1 minute. If you’re on your home plane and the creature is not, the creature is sent back to its home plane. A creature of 10th level or lower must also succeed at a Will save or be paralyzed for 1 minute; if it critically fails, it dies (this is a death effect).
Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
area: 20-foot burst
element: Fire
legacy_name: Flame Strike
range: 120
saving_throw: Reflex
source: Player Core pg. 325
spell_type: Spell
tradition: Divine
type: Spell
Divine flames scour creatures within the area. Creatures take 6d6 fire damage and 2d6 persistent fire damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM).
Critical Success The creature is unaffected. Success The creature takes half damage and no persistent damage. Failure The creature takes full damage and persistent damage. Critical Failure The creature takes double damage and double persistent damage.
Heightened (+1) The damage increases by 1d6 and persistent damage increases by 1d6.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
0
source: Player Core pg. 325
spell_type: Spell
target: 1 willing creature
tradition: Divine
type: Spell
You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-rank or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-rank or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had Refocused.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
range: 60
saving_throw: AC
source: Player Core pg. 325
spell_type: Cantrip
target: 1 creature
tradition: Divine
type: Spell
You unleash a beam of divine energy. Make a ranged spell attack against the target’s AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
area: 20-foot burst
range: 120
saving_throw: Fortitude
source: Player Core pg. 326
spell_type: Spell
tradition: Divine
type: Spell
You channel the fury of divinity against your foes. You deal 4d10 spirit damage to enemies in the area, depending on their Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is sickened 1. Critical Failure The creature takes full damage and is sickened 2; while it’s sickened, it’s also slowed 1.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
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.
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
deity: Shelyn
legacy_name: Color Spray
saving_throw: Will
school: illusion
source: Player Core pg. 326
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You unleash a swirling multitude of colors that overwhelms creatures based on their Will saves.
Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute. Critical Failure The creature is stunned for 1 round and blinded 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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 30
saving_throw: Will
source: Player Core pg. 326
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You take command of the target, forcing it to obey you. If you issue an obviously self-destructive order, the target doesn’t act until you issue a new order. The effect depends on its Will save.
Critical Success The target is unaffected. Success The target is stunned 1 as it fights off your commands. Failure You control the target. It gains the controlled condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends. Critical Failure As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 326
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
Calling upon powerful magic, you gain a Large dragon battle form. When you Cast this Spell, choose one type of common dragon or another type to which your GM allows access. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
10 temporary Hit Points.
Speed 40 feet, fly 100 feet. You gain any of the following Speeds the chosen dragon has, but with the listed amount: burrow 20 feet, climb 40 feet, swim 60 feet.
Resistance 10 against the damage type of your Dragon Breath (see below).
The following unarmed melee attacks, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks. Melee jaws, Damage 2d12 piercing plus 2d6 damage of the same damage type as your Dragon Breath (see below); Melee claw (agile), Damage 3d10 slashing; Melee tail (reach 10 feet), Damage 3d10 bludgeoning.
Athletics modifier of +23, unless your own is higher.
Dragon Breath You exhale deadly magical energy in an area, dealing 10d6 damage to each creature in the area with a basic save against your spell DC. The shape, damage type, and save type match that of your chosen dragon’s breath. If the chosen dragon’s breath can deal more than one type of damage, choose one when you cast dragon form. The shape is a 30-foot cone or a 100- foot line. Once activated, Dragon Breath can’t be used again for 1d4 rounds. Dragon Breath has the tradition trait matching the type of dragon and the damage trait matching the type of damage it deals, if applicable.
Tradition Resistance If the dragon’s magical tradition matches that of your dragon form spell, you gain the listed ability. Arcane resistance 5 against magic; divine resistance 10 to spirit, vitality, and void; occult resistance 10 to mental; primal resistance 5 to physical damage.
Heightened (8th) Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, and Athletics +28. Your Dragon Breath deals an additional 4d6 damage.
Monster Core Dragons The dragons from Monster Core use the following specifications for dragon form.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
component: 10 minutes
range: 10000000
source: Player Core pg. 326
spell_type: Spell
target: 1 creature you know by name and have met in person
tradition: ArcaneDivineOccult
type: Spell
You send a message to your target’s dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.
Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
component: 10 minutes
deity: Desna
duration: 8 hrs.
0
source: Player Core pg. 327
spell_type: Spell
target: 1 willing sleeping creature
tradition: Occult
type: Spell
You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can’t use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can’t access within the dream.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
range: 30
saving_throw: Fortitude
source: Player Core pg. 327
spell_type: Spell
target: 1 enemy of level 15 or lower
tradition: ArcaneOccult
type: Spell
You create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target’s attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target’s special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.
The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target’s normal damage but don’t apply added effects, since it doesn’t have special abilities. The spell automatically ends if the duplicate’s Hit Points drop to 0.
The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command.
The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It’s not a living creature, and it can never regain its lost Hit Points in any way.
Critical Success You fail to create a duplicate. Success The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. Failure The duplicate works as described.
Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Torag
element: Earth
range: 120
saving_throw: Fortitude
source: Player Core pg. 327
spell_type: Spell
target: 1 flying creature
tradition: ArcanePrimal
type: Spell
Using the weight of earth, you hamper a target’s flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn’t take falling damage.
Critical Success The target is unaffected. Success The target falls safely up to 120 feet. Failure The target falls safely up to 120 feet. If it hits the ground, it can’t Fly, levitate, or otherwise leave the ground for 1 round. Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can’t Fly, levitate, or otherwise leave the ground for 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 60-foot burst
duration: 1 round
element: Earth
range: 500
source: Player Core pg. 327
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.
Shaking Ground The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks.
Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require successful DC 15 Athletics checks to Climb.
Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls prone unless it critically succeeds and falls into a fissure if it critically fails.
Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.
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.
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Darkness
Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 60-foot burst
range: 500
saving_throw: Reflex
source: Player Core pg. 328
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus an additional 8d4 void damage to living creatures. Each creature in the area must attempt a Reflex save.
If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage and becomes blinded by the darkness for an unlimited duration.
Heightened (+1) The cold damage increases by 1d10 and the void damage against the living increases by 1d4.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: basic Reflex
source: Player Core pg. 328
spell_type: Cantrip
target: 1 or 2 creatures
tradition: ArcanePrimal
type: Spell
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 328
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You call upon the power of the planes to transform into a Medium elemental battle form. When you Cast this Spell, choose a listed element. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 19 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air, fire, or metal) or Strength based (earth, water, or wood). If your corresponding unarmed attack modifier is higher, you can use it instead.
Acrobatics (air, fire, or metal) or Athletics (earth, water, or wood) modifier of +20; ignore this change if your own modifier is higher.
You gain specific abilities based on the element you choose:
Air fly 80 feet, movement doesn’t trigger reactions; Melee gust, Damage 1d4 bludgeoning.
Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee tendril, Damage 1d8 fire plus 1d4 persistent fire.
Metal Speed 40 feet, fly 20 feet; Melee blade (versatile piercing), Damage 1d8 slashing plus 1d4 electricity.
Water Speed 20 feet, swim 60 feet; fire resistance 5; Melee wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.
Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23.
Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Nethys
legacy_name: Magic Mouth
0
school: illusion
source: Player Core pg. 328
spell_type: Spell
target: 1 object or willing creature
tradition: ArcaneOccult
type: Spell
You specify a trigger and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, illusory text of your message circles the target accompanied by a disembodied voice. You can choose a language you know for the text and speech, and can choose what the voice sounds like. Once the message is completed, the spell ends.
Heightened (4th) You can add a simple sensory component to emphasize the message, such as an odor, visual effect, or physical sensation. This addition is obviously illusory and part of the message, lasting only while the message is being read.
Heightened (6th) As 4th rank, but you can choose how many times the spell repeats the message before it ends; there is no limit to the number of repetitions.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 minute
0
source: Player Core pg. 328
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, sonic, vitality, and void damage.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Ray of Enfeeblement
patron_theme: The Resentment
range: 30
saving_throw: Fortitude
source: Player Core pg. 329
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You sap the target’s strength, depending on its Fortitude save.
Critical Success The target is unaffected. Success The target is enfeebled 1 until the start of your next turn. Failure The target is enfeebled 2 for 1 minute. Critical Failure The target is enfeebled 3 for 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
deity: GorumIomedaeRovagug
duration: 5 min.
range: 30
source: Player Core pg. 329
spell_type: Spell
target: 1 willing creature
tradition: ArcanePrimal
type: Spell
Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.
Heightened (4th) The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature’s reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.
Heightened (6th) Choose either the 2nd-rank or 4th-rank version of this spell and apply its effects to up to 10 willing 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
area: all squares in a 20-foot burst
duration: 1 min.
element: Wood
legacy_name: Entangle
range: 120
source: Player Core pg. 329
spell_type: Spell
tradition: ArcanePrimal
type: Spell
Plants and fungi burst out or quickly grow, entangling creatures. All surfaces in the area are difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it’s also immobilized for 1 round. Creatures can attempt to Escape to remove these effects.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: CalistriaShelyn
range: 120
saving_throw: Will
source: Player Core pg. 329
spell_type: Spell
target: all creatures in range
tradition: ArcaneOccult
type: Spell
Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying.
Each creature that comes within range has to attempt a save when you Sustain the spell. If you’re speaking, enthrall gains the linguistic trait.
Critical Success The target is unaffected and notices that you tried to use magic. Success The target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled). Failure The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately. Critical Failure As failure, but the target can’t attempt a save to end the fascination if it disagrees with you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
legacy_name: Endure Elements
0
source: Player Core pg. 329
spell_type: Spell
target: 1 willing creature
tradition: ArcaneDivinePrimal
type: Spell
You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold and severe heat.
Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.
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.
An action with this trait requires a degree of mental concentration and discipline.
Light
Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Continual Flame
0
source: Player Core pg. 329
spell_type: Spell
target: a gemstone worth 6 gp or more
tradition: ArcaneDivineOccultPrimal
type: Spell
The gemstone you touch glows, spreading bright light with a color of your choice in a 20-foot radius (and dim light for the next 20 feet). The spell ends immediately if the gemstone is broken.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: The Resentment
range: 30
saving_throw: Will
source: Player Core pg. 386
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron’s resentment manifests in a baleful, envious gaze. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can’t be reduced below 1 while the spell is active and you can see the target.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
legacy_name: Finger of Death
range: 30
saving_throw: basic Fortitude
source: Player Core pg. 329
spell_type: Spell
target: 1 creature
tradition: DivinePrimal
type: Spell
You point at a creature and invoke the demise of all things. The target takes 70 void damage with a basic Fortitude save. If the target is undead or otherwise has void healing, the spell loses the death and void traits and gains the vitality trait, and the target takes 70 vitality damage with a basic Fortitude save.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 100
saving_throw: Will
source: Player Core pg. 330
spell_type: Spell
target: up to 5 creatures
tradition: Occult
type: Spell
Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don’t live a kinder life, I’ll be punished in the afterlife.” The targets’ experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation.
The effect of the spell depends on the targets’ Will saves. If a target is already affected by fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target’s saving throw can’t be worse than a success.
Critical Success The target doesn’t believe the statement, and it knows you tried to trick it. Success The target doesn’t believe the statement or realize you tried to trick it. Failure The target believes the statement for 1 week. Critical Failure The target believes the statement with unlimited 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 4 40-foot bursts
legacy_name: Meteor Swarm
range: 500
saving_throw: basic Reflex
source: Player Core pg. 330
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You reach into the skies and call down an array of falling stars that explode upon colliding with the ground. Choose for the falling stars to be airbursts (sonic), asteroids (fire), comets (cold), or plasma (electricity). The spell gains the trait of the falling star type you chose. The four stars’ central 10-foot bursts can’t overlap. Each falling star deals 6d10 bludgeoning damage to each creature in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 energy damage of the type you chose to each creature in its 40-foot burst. A creature in any of the areas attempts one basic Reflex save against the spell no matter how many overlapping explosions it’s caught in and can take each type of damage only once.
Heightened (+1) The bludgeoning damage increases by 1d10, and the energy damage increases by 2d6.
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.
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: 100-foot burst
component: 10 minutes
0
school: illusion
source: Player Core pg. 330
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher rank than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they’re successful, they can’t learn what’s truly going on in the area.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Urgathoa
duration: 8 hrs.
legacy_name: False Life
source: Player Core pg. 331
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You augment your flesh with the energies typically used to manipulate the undead. You gain 10 temporary Hit Points.
Heightened (+1) The temporary Hit Points increase 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
patron_theme: Starless Shadow
range: 30
saving_throw: Will
source: Player Core pg. 331
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
An action with this trait requires a degree of mental concentration and discipline.
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: 10 min.
0
source: Player Core pg. 331
spell_type: Spell
target: 1 willing creature
tradition: ArcanePrimal
type: Spell
The target’s feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.
Heightened (6th) The spell lasts until your next daily preparations.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
area: 20-foot burst
duration: 1 min.
lesson: Lesson of Renewal
range: 30
source: Player Core pg. 331
spell_type: Spell
tradition: DivinePrimal
type: Spell
A field of life energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 vitality damage.
Heightened (8th) The healing and damage increase to 1d10.
Heightened (9th) The healing and damage increase to 1d12.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
element: Fire
source: Player Core pg. 331
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage.
Your unarmed attacks deal an additional 1d4 fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast ignite as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don’t need to breathe.
Heightened (9th) Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal an additional 2d4 fire damage, and you have a fly Speed of 60 feet.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
legacy_name: Ghost Sound
range: 30
school: illusion
source: Player Core pg. 331
spell_type: Cantrip
tradition: ArcaneOccult
type: Spell
You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can’t include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.
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.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Iomedae
duration: 1 min.
element: Fire
source: Player Core pg. 331
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You create a hovering shield made of fire. As long as the shield persists, its heat grants you cold resistance 5 and makes you immune to mild and severe environmental cold. You can Raise a Shield with the fire shield as a normal shield to gain a +1 circumstance bonus to AC. You can use the Shield Block reaction with the fire shield, which has Hardness 10, is immune to fire, and has 40 HP (with no Broken Threshold), and its Hardness is halved against effects that have the water trait. If you Shield Block a melee attack that is either an unarmed attack or made by an adjacent attacker, the attacker takes 2d6 fire damage.
Heightened (+2) The cold resistance increases by 5, the HP increase by 10, and the fire damage increases by 1d6.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 20-foot burst
deity: Sarenrae
element: Fire
range: 500
saving_throw: basic Reflex
source: Player Core pg. 331
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
deity: Nethys
duration: 1 min.
legacy_name: Blink
source: Player Core pg. 332
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You flicker quickly between your current plane and another. You gain resistance 5 to all damage, except force. At the end of each of your turns, you automatically teleport 10 feet in a random direction, as determined by the GM. You can Sustain the spell to teleport in this way.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 1 5-foot square
duration: 1 min.
element: Fire
legacy_name: Flaming Sphere
range: 30
saving_throw: Reflex
source: Player Core pg. 332
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You create a fire that burns without fuel and moves to your commands. The flame deals 3d6 fire damage to each creature in the square in which it appears, with a basic Reflex save. When you Sustain this spell, you can levitate the flame up to 10 feet. It then deals damage to each creature whose space it shared at any point during its flight. This uses the same damage and save, and you roll the damage once each time you Sustain. A given creature can take damage from floating flame only once per round.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 5 min.
0
source: Player Core pg. 332
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.
Heightened (7th) The duration increases to 1 hour.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
range: 30
source: Player Core pg. 332
spell_type: Cantrip
target: 1 ally and 1 enemy
tradition: DivineOccult
type: Spell
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.
Heightened (6th) The status bonus increases to +2.
An action with this trait requires a degree of mental concentration and discipline.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Nethys
legacy_name: Magic Missile
range: 120
source: Player Core pg. 332
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Prediction
Effects with this trait determine what is likely to happen in the near future.
duration: 1 hrs.
0
source: Player Core pg. 332
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. Due to the amount of information this spell requires you to process, you can’t have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight.
While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn’t off-guard against undetected creatures or when flanked. In addition, you gain the following reaction.
ForesightTrigger The target of foresight defends against a hostile creature or other danger; Effect If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the fortune trait. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the misfortune trait.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Time Stop
source: Player Core pg. 332
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting freeze time, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but for only you, effects specifically targeting or affecting you, and effects that you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can’t target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond freeze time’s duration, such as wall of fire, it immediately affects others again, but it doesn’t have any of the effects that happen only when you first Cast the Spell.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Ray of Frost
range: 60
saving_throw: Fortitude
source: Player Core pg. 332
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.
Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
duration: 1 min.
range: 120
source: Player Core pg. 333
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination’s location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another similarly powerful being, that being can prevent the gate from forming.
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.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 10
source: Player Core pg. 393
target: 1 creature of a level no greater than double the geas ritual’s rank
type: Ritual
primary_check: Arcana (expert), Occultism (expert), or Religion (expert);
secondary_casters: 1
secondary_check: Society or Legal Lore
You enforce a magic rule on a willing target, forcing it to either perform or refrain from carrying out a certain act. A geas to perform an act is usually conditional, such as, “Always offer hospitality to strangers seeking a place to stay.” An unconditional geas to perform a certain act doesn’t require the target to perform that act exclusively, though it must prioritize the task above all leisurely pursuits. The most common geas to refrain from carrying out an act is a specification to avoid violating a contract. In those cases, the secondary caster usually takes charge of making sure the wording of the contract is attuned correctly with the ritual’s magic. Because the target is willing, geas can have a duration that lasts for as long as the target agrees to. If the target is unable to fulfill the geas, it becomes sickened 1, and the sickened condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of sickened 4. The sickened condition ends immediately when it follows the geas again; it can’t remove the sickened condition in any other way. Only powerful magic such as a wish ritual can remove the effects of geas from a willing target.
Critical Success The geas succeeds, and the target receives a +1 status bonus to skill checks that directly uphold the geas (at the GM’s discretion). Success The geas succeeds. Failure The geas fails. Critical Failure The geas fails, and you are instead affected by the geas you were attempting to place on the target. You are considered an unwilling target, so the geas can be counteracted with a cleanse affliction spell.
Heightened (5th) You can use geas on an unwilling creature; it can attempt a Will save to negate the effect. If the target fails this Will save, the geas lasts up to 1 week. A cleanse affliction spell can counteract a geas on an unwilling creature, in addition to powerful magic such as a wish spell. A clever unwilling creature can subvert the geas by contriving situations that prevent it from complying, but in that case it becomes sickened (as described above).
Heightened (7th) As 5th level, but the geas lasts for up to 1 year on an unwilling creature.
Heightened (9th) As 5th level, but the geas lasts for a duration you choose (even unlimited) on an unwilling creature.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Spider Climb
0
source: Player Core pg. 333
spell_type: Spell
target: 1 creature
tradition: ArcanePrimal
type: Spell
Tiny clinging hairs sprout across the creature’s hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.
Heightened (5th) The duration increases to 1 hour.
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
duration: 1 min.
element: Air
legacy_name: Feather Fall
range: 60
source: Player Core pg. 333
spell_type: Spell
target: 1 falling creature
tradition: ArcanePrimal
trigger: A creature within range is falling
type: Spell
You raise a magical updraft to arrest a fall. The target’s fall slows to 60 feet per round, and the portion of the fall during the spell’s duration doesn’t count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
legacy_name: Spectral Hand
range: 120
source: Player Core pg. 333
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create a Tiny, semi-corporeal figure with a form you choose. It hovers near you for the duration. When you Cast a Spell that has a range of touch, you can have the carrier move within range, deliver the spell to a creature there, and return to you. If the carrier must attempt a spell attack roll, it uses your normal bonuses. The carrier has your AC and saves, but it is destroyed by any damage.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Pharasma
duration: 5 min.
0
source: Player Core pg. 333
spell_type: Spell
target: 1 weapon that is either unattended or wielded by you or a willing ally
tradition: ArcaneOccult
type: Spell
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the ghost touch property rune, meaning it is magical if it wasn’t already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.
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.
An action with this trait requires a degree of mental concentration and discipline.
Disease
An effect with this trait applies one or more diseases. A disease is typically an affliction.
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.
deity: Urgathoa
0
saving_throw: Fortitude
source: Player Core pg. 333
spell_type: Spell
target: 1 creature
tradition: ArcanePrimal
type: Spell
Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.
Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is afflicted with goblin pox at stage 1. Critical Failure The target is afflicted with goblin pox at stage 2.
Goblin Pox (disease) Level 1; Creatures that have the goblin trait and goblin dogs are immune; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 1 and the creature can’t reduce its sickened value below 1 (1 day)
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
0
saving_throw: AC
source: Player Core pg. 333
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 4 contiguous 5-foot squares or
duration: 1 min.
range: 30
source: Player Core pg. 333
spell_type: Spell
target: 1 object of 1 Bulk or less
tradition: ArcanePrimal
type: Spell
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 30-foot line
saving_throw: Fortitude
source: Player Core pg. 334
spell_type: Spell
tradition: ArcaneOccult
type: Spell
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half the void damage and no persistent bleed damage. Failure The creature takes full damage. Critical Failure The creature takes double void damage and double persistent bleed damage.
Heightened (+1) The void damage increases by 2d4, and the persistent bleed damage increases by 1.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
range: 30
source: Player Core pg. 334
spell_type: Cantrip
target: 1 creature
tradition: DivineOccultPrimal
type: Spell
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
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.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 60-foot line
deity: Gozreh
element: Air
patron_theme: Silence in Snow
saving_throw: Fortitude
source: Player Core pg. 334
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A violent wind issues forth from your palm, blowing from the point where you are when you Cast the Spell to the line’s opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.
Critical Success The creature is unaffected. Success The creature can’t move against the wind. Failure The creature is knocked prone. If it was flying, it takes the effects of critical failure instead. Critical Failure The creature is pushed 30 feet in the wind’s direction, knocked prone, and takes 2d6 bludgeoning damage.
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.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
deity: Cayden Cailean
duration: 1 hrs.
range: 30
school: illusion
source: Player Core pg. 334
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
The target consistently detects one thing as another, can’t detect something that’s there, or detects something that’s not there, though it doesn’t alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved good luck charm on their person even when it isn’t, or see a tower in the center of town.
The target can attempt an initial Will save, with effects below. They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their charm, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.
Critical Success The creature is unaffected. Success The creature perceives what you chose until it disbelieves, but it knows what the hallucination is. Failure The creature perceives what you chose until it disbelieves. Critical Failure The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve.
Heightened (6th) Choose to either target up to 10 creatures or change the spell’s duration to until your next daily preparations.
Heightened (8th) Choose to either target any number of creatures or change the spell’s duration to unlimited.
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.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
source: Player Core pg. 334
spell_type: Spell
target: 1 living creature or 1 willing undead creature
tradition: Divine
type: Spell
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8. (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Irori
duration: 1 min.
range: 30
source: Player Core pg. 335
spell_type: Spell
target: 1 creature
tradition: ArcaneOccultPrimal
type: Spell
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
source: Player Core pg. 335
spell_type: Spell
target: 1 willing living creature or 1 undead creature
tradition: DivinePrimal
type: Spell
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 10 min.
0
source: Player Core pg. 335
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You unlock the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Heightened (6th) The status bonus increases to +2.
Heightened (9th) The status bonus increases to +3.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Mind Blank
range: 30
source: Player Core pg. 335
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
Powerful wards hide a creature from magic that would spy on it or affect its mind. The target gains a +4 status bonus to saves against mental effects. Hidden mind attempts to counteract any detection, revelation, and scrying effects as if its spell rank were 1 higher than its actual rank. On a success, the effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Holy
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to [unholy](/Traits.aspx?ID=521). If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
Light
Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
element: Fire
legacy_name: Searing Light
range: 120
saving_throw: AC
source: Player Core pg. 335
spell_type: Spell
target: 1 creature
tradition: DivinePrimal
type: Spell
You shine a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target has the unholy trait, you deal an extra 5d6 spirit damage.
Critical Success The target takes double damage. Success The target takes full damage.
If the light passes through an area of magical darkness or targets a creature affected by magical darkness, holy light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell’s target.
Heightened (+1) The fire damage increases by 2d6, and the spirit damage against unholy creatures increases by 2d6.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 10 min.
legacy_name: Glibness
source: Player Core pg. 335
spell_type: Spell
tradition: Occult
type: Spell
Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty by half or increase it by half.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
duration: 1 round
school: illusion
source: Player Core pg. 370
spell_type: Cantrip
type: Spell
You mime an invisible 10-foot-by-10-foot wall adjacent to you and within your reach. The wall is solid to those creatures that don’t disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that disbelieves the illusion is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn’t block creatures that didn’t see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell’s rank, and HP equal to quadruple the spell’s rank.
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.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: varies
element: Air
legacy_name: Cone of Cold
saving_throw: Reflex
source: Player Core pg. 335
spell_type: Spell
tradition: ArcanePrimal
type: Spell
Freezing winds extend from your hands, pushing away from you with great force. If you Cast this Spell with 2 actions, it has an area of a 60-foot cone; if you Cast this Spell with 3 actions, it has a range of 500 feet and an area of a 30-foot burst. Each creature in the area takes 10d6 cold damage with a basic Reflex save. Snowdrifts and icy gales fill the area until the start of your next turn, making the area difficult terrain.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 10 min.
source: Player Core pg. 335
spell_type: Spell
tradition: ArcaneOccultPrimal
type: Spell
You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, or orc. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature’s kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (typically to 5 feet). This transformation doesn’t change your statistics in any way, and you don’t gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size.
Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you’re untrained, but you can’t make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won’t factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss 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.
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.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
element: Water
range: 60
saving_throw: AC
source: Player Core pg. 336
spell_type: Spell
target: 1 creature or unattended object
tradition: ArcanePrimal
type: Spell
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet. Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The bludgeoning damage increases by 2d6.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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: 60-foot line
element: Water
saving_throw: Fortitude
source: Player Core pg. 336
spell_type: Spell
tradition: Primal
type: Spell
A swirling torrent of water manifests along a straight line, battering creatures and unattended objects in its path and possibly pushing them away from you. The torrent deals 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save; unattended objects automatically fail. Creatures and objects that fail are also knocked back 5 feet (10 feet 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.
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
An action with this trait requires a degree of mental concentration and discipline.
source: Player Core pg. 336
spell_type: Spell
tradition: Occult
type: Spell
You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions, you can’t use any special abilities, reactions, or free actions that trigger when you Recall Knowledge.
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
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: 10-foot burst
duration: 1 min.
legacy_name: Hypnotic Pattern
range: 120
saving_throw: Will
school: illusion
source: Player Core pg. 336
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create a cloud of mesmerizing patterns and colors that hovers in the air. Creatures are dazzled while inside the cloud. In addition, a creature must attempt a Will saving throw if it is inside the cloud when you cast it, when it enters the cloud, when it ends its turn within the cloud, or if it uses a Seek or Interact action on the cloud. A creature currently fascinated by hypnotize doesn’t attempt new saves.
Success The target is unaffected. Failure The target is fascinated by the cloud. Critical Failure The target is fascinated by the cloud. While it remains fascinated, it can’t use reactions.
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.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
element: Fire
legacy_name: Produce Flame
range: 30
saving_throw: AC
source: Player Core pg. 336
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target’s AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell’s damage dice to d6s.
Critical Success The target takes double damage and 1d4 persistent fire damage. Success The target takes full damage.
Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.
An action with this trait requires a degree of mental concentration and discipline.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Misfortune
A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a [fortune](/Traits.aspx?ID=76) effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
duration: 1 round
range: 30
source: Player Core pg. 336
spell_type: Spell
target: 1 creature
tradition: Occult
type: Spell
The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.
Success The target is unaffected. Failure The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. Critical Failure Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Olfactory
An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
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.
range: 500
school: illusion
source: Player Core pg. 336
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.
The image can’t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you’re trying to imitate a specific person and engage with someone that person knows.
In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the spell. It uses your spell attack modifier for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.
The illusion can cause damage by making the target believe the illusion’s attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes 3d4 mental damage. The illusion’s Strikes are nonlethal. If the damage doesn’t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn’t take any further damage from it.
Heightened (+1) The damage of the image’s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan).
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
deity: Norgorber
duration: 1 hrs.
legacy_name: Veil
range: 30
school: illusion
source: Player Core pg. 337
spell_type: Spell
target: 1 willing creature
tradition: ArcaneOccult
type: Spell
You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Heightened (3rd) The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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: 20-foot burst
deity: Abadar
duration: 10 min.
range: 500
school: illusion
source: Player Core pg. 337
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create an illusory visual image of a stationary object. The entire image must fit within the spell’s area. The object appears to animate naturally, but it doesn’t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour.
Heightened (5th) As the 2nd-rank version, but the duration is unlimited.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Olfactory
An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
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: 30-foot burst
component: 10 minutes
duration: 1 hrs.
range: 500
school: illusion
source: Player Core pg. 337
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You craft an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell’s area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn’t include changes to the environment around it, though you can place your scene within the illusory environment of a mirage spell.
When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it’s hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You’re unable to alter the program after you create the illusion.
Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.
Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.
Heightened (8th) As the 6th-rank version, and the duration is unlimited.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
duration: 1 min.
element: Metal
range: 30
saving_throw: Reflex
source: Player Core pg. 338
spell_type: Spell
target: 1 creature
tradition: ArcanePrimal
type: Spell
You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save.
Critical Success The target dodges the spike and is unaffected. Success The target is struck by the spike and takes half damage. Failure The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it’s standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. Critical Failure As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is off-guard as long as it’s impaled.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
range: 30
saving_throw: basic Fortitude
source: Player Core pg. 338
spell_type: Spell
target: 1 corporeal creature
tradition: ArcanePrimal
type: Spell
You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time each round you Sustain the spell, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can’t affect more than one creature per turn with implosion. You can’t target a creature that’s incorporeal, gaseous, or liquid, or otherwise lacking a solid form.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
source: Player Core pg. 338
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You sever yourself from cause and effect. For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can selectively allow yourself to be affected by anything you’re willing to have affect you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
duration: 1 min.
legacy_name: Disrupting Weapons
range: 30
source: Player Core pg. 338
spell_type: Spell
target: 1 to 3 willing creatures
tradition: Divine
type: Spell
You empower attacks with vital energy. The number of targets is equal to the number of actions you spent casting this spell. Each target’s unarmed and weapon Strikes deal an extra 1d4 vitality damage. (This damage typically damages only undead, as explained on page 409). If you have the holy trait, you can add that trait to this spell and to the Strikes affected by the spell.
Heightened (3rd) The damage increases to 2d4 damage.
Heightened (5th) The damage increases to 3d4 damage.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 338
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You envision a simple bug and transform into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead.
Athletics modifier of +13, unless your own is higher.
You gain specific abilities based on the form you choose:
Heightened (4th) Your battle form is Large, and your attacks have 10-foot reach. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16.
Heightened (5th) Your battle form is Huge, and your attacks have 15-foot reach. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
component: 10 minutes
legacy_name: Plane Shift
range: 5
requirement: You have a planar key for the destination plane, used as a locus
source: Player Core pg. 339
spell_type: Spell
target: up to 8 willing creatures
tradition: ArcaneDivineOccultPrimal
type: Spell
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Netherworld, or the Outer Rifts. You must know the destination plane exists and use a magic planar key created from material from that plane as a locus for the spell. While the planar keys for most prominent planes are uncommon, just like the spell interplanar teleport, more obscure planes and demiplanes often have rare or possibly even unique planar keys.
The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Interplanar teleport doesn’t provide a means of return travel, though casting interplanar teleport again allows you to return to your previous plane unless there are extenuating circumstances.
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
deity: Norgorber
duration: 10 min.
0
school: illusion
source: Player Core pg. 339
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn’t end if the target uses a hostile 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 10-foot burst
duration: 1 min.
range: 120
saving_throw: Will
source: Player Core pg. 340
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 void damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round.
On subsequent rounds, the first time you Sustain the spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn’t make them flee.
Heightened (+2) The mental damage and void damage each increase by 1d4.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
duration: 1 hrs.
0
school: illusion
source: Player Core pg. 340
spell_type: Spell
target: 1 object no more than 10 feet by 10 feet by 10 feet
tradition: ArcaneOccult
type: Spell
You make the target object look and feel as though it were in much better or worse physical condition. When you Cast this Spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it’s brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can’t be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.
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.
Move
An action with this trait involves moving from one space to another.
deity: Irori
source: Player Core pg. 340
spell_type: Spell
tradition: ArcanePrimal
type: Spell
Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
range: 30
source: Player Core pg. 340
spell_type: Spell
target: 1 door, lock, or container
tradition: ArcaneOccult
type: Spell
You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you’re untrained.
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.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Know Direction
source: Player Core pg. 340
spell_type: Cantrip
tradition: DivineOccultPrimal
type: Spell
In your mind’s eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies.
Heightened (3rd) You can choose a location you were at within the last week.
Heightened (7th) You can choose a location you were at regardless of how long ago you were there.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
legacy_name: Hideous Laughter
range: 30
saving_throw: Will
source: Player Core pg. 340
spell_type: Spell
target: 1 living creature
tradition: ArcaneOccult
type: Spell
The target is overtaken with uncontrollable laughter. It must attempt a Will save.
Critical Success The target is unaffected. Success The target is plagued with uncontrollable laugher. It can’t use reactions. Failure The target is slowed 1 and can’t use reactions. Critical Failure The target falls prone and can’t use actions or reactions for 1 round. It then takes the effects of a failure.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Nethys
duration: 5 min.
0
source: Player Core pg. 340
spell_type: Spell
target: 1 unattended object or willing creature
tradition: ArcaneOccult
type: Spell
You defy gravity and levitate the target 5 feet off the ground. You can Sustain the spell to move the target up or down 10 feet. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across.
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.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Light
Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 120
source: Player Core pg. 340
spell_type: Cantrip
tradition: ArcaneDivineOccultPrimal
type: Spell
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
An action with this trait requires a degree of mental concentration and discipline.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 120-foot line
deity: Gozreh
saving_throw: basic Reflex
source: Player Core pg. 341
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage with a basic Reflex save.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Extradimensional
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
duration: 8 hrs.
legacy_name: Rope Trick
0
source: Player Core pg. 341
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You draw a chalk doorway on an unbroken surface, which opens into an extradimensional space. Any creature treating the drawing as an actual door can Interact to touch the doorknob and pass through. The warped, chalk-drawn room beyond the door is 20 feet in width, depth, and height. The space is unadorned and empty, with chalk lines indicating the corners of the walls.
If the drawing is scrubbed away, the underlying surface is broken, or a creature attempts to enter the space that would put it over capacity, the space begins to collapse. The space ejects one creature at random each round, depositing it on the nearest open ground, until all creatures are returned outside.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
range: 500
source: Player Core pg. 341
spell_type: Spell
target: 1 specific object or type of object
tradition: ArcaneDivineOccult
type: Spell
You learn the direction to the target (if you picked a specific object, such as “my mother’s sword”) or the nearest target (if you picked a type of object, such as “swords”). If the target is a specific object, you must have observed it directly with your own senses. If it’s a type of object, you still need to have an accurate mental image of the type of object. If there’s lead or running water between you and the target, this spell can’t locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.
Heightened (5th) You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
0
source: Player Core pg. 341
spell_type: Spell
target: 1 lock, or a door or container with a latch
tradition: ArcaneDivineOccult
type: Spell
The target’s latch mechanism clinks shut, held fast by unseen magical wards. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.
Heightened (2nd) The duration is unlimited, but you must expend 6 gp worth of precious metals as an additional cost.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 5-foot burst
duration: 1 min.
lesson: Lesson of Mischief
range: 30
source: Player Core pg. 341
spell_type: Spell
tradition: Primal
type: Spell
Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys.
Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.
Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC – 10 as the monkeys’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes. Success The creature is unaffected. Failure The creature is deafened for 1 round. Critical Failure The creature is deafened for 1 minute.
Tumultuous Gymnastics The monkeys jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes. Success The creature is unaffected. Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted. Critical Failure As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
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.
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-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall
duration: 1 hrs.
element: Earth
legacy_name: Passwall
0
source: Player Core pg. 342
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You create a visible tunnel through the wall in the chosen area, replacing the area with empty space. If the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn’t reduce the integrity of the structure. When the spell ends, anyone inside the tunnel is shunted to the nearest exit.
Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel’s entrance appear completely normal (unless viewed with truesight or a similar effect), despite the tunnel’s existence. The tunnel’s entrance functions as a solid wall, but you can specify a password or a trigger (page 303), allowing creatures to enter freely.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
source: Player Core pg. 342
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You spin secrets from the fundaments of magic, shaping them into a power with nearly unlimited potential. You duplicate a spell of 9th rank or lower of the tradition from which you cast manifestation, or a spell of 7th rank or lower from any tradition. Though you can normally choose only spells that are common or to which you have access, the GM might allow broader options.
An action with this trait requires a degree of mental concentration and discipline.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
0
saving_throw: Will
source: Player Core pg. 342
spell_type: Spell
target: 1 creature
tradition: ArcaneOccultPrimal
type: Spell
You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.
Critical Success The target is unaffected. Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. Failure The target becomes sickened 1 and can’t reduce its sickened condition below 1 while the curse remains. The curse can be lifted by 4th-rank cleanse affliction or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. Critical Failure As failure, but the target becomes sickened 2.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
duration: 8 hrs.
legacy_name: Phantom Steed
range: 30
source: Player Core pg. 342
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
You conjure a Large fantastical creature to serve as a mount for the target. The mount is the target’s minion, has a Speed of 40 feet, and can bear the target with any carried possessions. It can’t carry any other creature. The mount uses the target’s AC and saves, but it’s destroyed if it takes more than 10 damage at one time, ending the spell.
Heightened (3rd) The mount can walk on water, but it must end its turn on solid ground or sink.
Heightened (4th) The mount has a Speed of 60 feet and can walk on water.
Heightened (5th) The mount has a Speed of 60 feet and can walk on water. It also has a fly Speed of 60 feet, but it must end its turn on a surface or fall.
Heightened (6th) The mount has a Speed and fly Speed of 80 feet.
An action with this trait requires a degree of mental concentration and discipline.
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.
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.
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.
deity: Urgathoa
duration: 1 min.
range: 30
school: illusion
source: Player Core pg. 342
spell_type: Spell
target: 1 creature
tradition: ArcaneOccultPrimal
type: Spell
The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.
When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.
Success The creature is unaffected. Failure The creature becomes frightened 2 before using its action. Critical Failure The creature becomes frightened 2, and its action fails and is wasted.
Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 60-foot line
saving_throw: Fortitude
source: Player Core pg. 342
spell_type: Spell
tradition: ArcaneDivinePrimal
type: Spell
You unleash a wave of death to snuff out the life force of those in its path. Each living creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn’t kill even a single creature, the void energy hungrily turns backward toward you, dealing an additional 30 void damage to every living creature in the line (even those above 17th level) and 30 void damage to you.
Critical Success The creature is unaffected. Success The creature takes 9d6 void damage. Failure The creature takes 100 void damage. Critical Failure The creature dies.
Heightened (10th) The spell can affect living creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
0
source: Player Core pg. 343
spell_type: Spell
target: non-magical object of light Bulk or less
tradition: ArcaneDivineOccultPrimal
type: Spell
You repair the target item. You restore 5 Hit Points per spell rank to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
range: 120
school: illusion
source: Player Core pg. 343
spell_type: Cantrip
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target. While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell’s range increases to 500 feet.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
legacy_name: Shapechange
source: Player Core pg. 343
spell_type: Spell
tradition: ArcanePrimal
type: Spell
Harnessing your mastery of transformative magic, you hide forms within forms. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th-rank or lower (including any 8th-rank or lower heightened versions of spells you know). You gain 40 temporary Hit Points rather than the amount normally granted by the form.
You can Sustain the spell to enter a new form you haven’t used during this metamorphosis. This replenishes your temporary Hit Points from this spell.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 8 hrs.
legacy_name: Wind Walk
range: 20
source: Player Core pg. 343
spell_type: Spell
target: you and up to 5 willing creatures
tradition: Primal
type: Spell
The targets naturally take on animal forms most fitting their movement and environment. Each target gains a land, burrow, climb, fly, and swim Speed of 40 feet, and can transform into a Tiny or Small animal most appropriate for a given movement and environment. It also gains immunity to mild, severe, and extreme cold and heat, along with any other immunities common to the local wildlife, at the GM’s discretion. In exploration mode, a target can move much faster, at a travel Speed of 20 miles per hour.
A target can’t Strike, cast spells, or use most manipulate actions in animal form, but it can resume its normal shape by Sustaining the spell. It can Sustain the spell again to resume 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.
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.
component: 1 minute
duration: 1 min.
range: 30
saving_throw: Will
source: Player Core pg. 343
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You cast your thoughts through a creature’s mind, sifting for information. You access the target’s memories and knowledge unless it fends you off with a Will save.
Success The target is unaffected. Failure Each round of the spell’s duration, you can Sustain the spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don’t learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful. Once you’ve asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. Critical Failure As failure, and the target takes a –4 circumstance penalty to Deception checks against your questions
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 round
range: 30
saving_throw: Will
source: Player Core pg. 343
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
With a cursory mental touch, you attempt to read the target’s mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.
Critical Success The target perceives vague surface thoughts from you when you Cast the Spell. Success You find out whether the target’s Intelligence modifier is higher than, equal to, or lower than yours. Failure You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence is higher than, equal to, or lower than yours. Critical Failure As failure, and for the duration of the spell, you can Sustain the spell to detect the target’s surface thoughts again. The target doesn’t receive any additional saves.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
deity: PharasmaTorag
0
source: Player Core pg. 344
spell_type: Spell
target: 1 willing creature
tradition: ArcaneOccult
type: Spell
You link your mind to the target’s mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 50-foot burst
component: 10 minutes
legacy_name: Hallucinatory Terrain
range: 500
school: illusion
source: Player Core pg. 344
spell_type: Spell
tradition: ArcaneOccultPrimal
type: Spell
You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn’t disguise any structures or creatures in the area.
Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn’t disguise creatures).
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: AsmodeusCalistria
duration: 1 min.
school: illusion
source: Player Core pg. 344
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You turn yourself invisible and create an illusory duplicate of yourself. When you Sustain the spell, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can’t actually affect anything in the environment. Both the duplicate and your invisibility persist for the spell’s duration. Performing a hostile action doesn’t end mislead’s invisibility, just like a 4th-rank invisibility spell. A creature that determines the duplicate is an illusion doesn’t necessarily know you’re invisible, and one that can see your invisible form doesn’t necessarily know your duplicate is an illusion.
If you Cast a Spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers’ Perception DCs to convince them your duplicate used that action. This doesn’t fool anyone who’s aware your duplicate is an illusion, nor does it work if the attack obviously couldn’t have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
area: 20-foot burst
duration: 1 min.
element: Water
legacy_name: Obscuring Mist
range: 120
source: Player Core pg. 344
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
0
source: Player Core pg. 344
spell_type: Spell
target: up to 6 creatures
tradition: DivinePrimal
type: Spell
The targets experience a day’s worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn’t shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 344
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You transform into the shape of a legendary monster, assuming a Huge battle form. When you Cast this Spell, choose phoenix, cave worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for cave worm or sea serpent). You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
Athletics modifier of +30, unless your own is higher.
You gain specific abilities based on the monster you choose:
Phoenix Speed 30 feet, fly 90 feet; Melee beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee talon (agile, reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can activate or deactivate this aura with a Sustain action.
Sea Serpent Speed 20 feet, swim 90 feet; Melee jaws (reach 15 feet), Damage 2d12+20 piercing; Melee tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake (move) You extend your spines and Swim or Stride. Each creature you’re adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).
Heightened (9th) You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Morph
Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to [counteract](/Rules.aspx?ID=371) the first (in the same manner as two [polymorph](/Traits.aspx?ID=127) effects, described in that trait).
Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
duration: 1 min.
range: 30
source: Player Core pg. 345
spell_type: Spell
target: up to 5 willing creatures
tradition: Primal
type: Spell
A feral aspect overcomes the targets, filling them with strength and ferocity. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage.
The targets can’t use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell’s effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell’s effect on itself.
If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.
Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice.
Heightened (10th) The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Irori
duration: 20 min.
element: Earth
legacy_name: Stoneskin
0
source: Player Core pg. 346
spell_type: Spell
target: 1 creature
tradition: ArcanePrimal
type: Spell
The target’s skin hardens like the stone of a mountain face. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, mountain resilience’s duration decreases by 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Mage Armor
lesson: Lesson of Protection
source: Player Core pg. 346
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 1 min.
source: Player Core pg. 346
spell_type: Spell
tradition: Primal
type: Spell
The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 25 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
Athletics modifier of +36, unless your own is higher.
You gain specific abilities based on the incarnation you choose:
Green Man Speed 40 feet, climb 40 feet; Melee vines (reach 30 feet, versatile P), Damage 6d8+12 bludgeoning; Ranged thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure).
Kaiju Speed 50 feet; resistance 5 to physical damage; Melee jaws (reach 30 feet), Damage 6d10+10 piercing; Melee claws (agile, reach 30 feet), Damage 6d8+8 slashing; Melee foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; Trample You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
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.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
component: 1 minute
deity: Erastil
legacy_name: Tree Stride
source: Player Core pg. 346
spell_type: Spell
tradition: Primal
type: Spell
You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees within range and can exit from the original tree, if you prefer. You can’t carry extradimensional spaces with you; if you attempt to do so, the spell fails.
Heightened (6th) The tree you exit can be up to 50 miles away.
Heightened (8th) The tree you exit can be up to 500 miles away.
Heightened (9th) The tree you exit can be anywhere on the same planet.
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.
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.
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.
legacy_name: Feeblemind
range: 30
saving_throw: Will
source: Player Core pg. 346
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You drastically reduce the target’s mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through effects that target curses.
Critical Success The target is unaffected. Success The target is stupefied 2 for 1 round. Failure The target is stupefied 4 with an unlimited duration. Critical Failure The target’s intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM’s control.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
component: 10 minutes
deity: Lamashtu
duration: 1 days.
range: 10000000
saving_throw: Will
school: illusion
source: Player Core pg. 346
spell_type: Spell
target: 1 creature you know by name
tradition: ArcaneOccult
type: Spell
You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.
Critical Success The target is unaffected and is temporarily immune for 1 week. Success The target has the nightmares but has no adverse effects other than unpleasant memories. Failure The target has the nightmares and awakens fatigued. Critical Failure The target has the nightmares, awakens fatigued, and is drained 2 until it is no longer fatigued.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sonic
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
area: 10-foot burst
legacy_name: Sound Burst
range: 30
saving_throw: Fortitude
source: Player Core pg. 347
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 round. Critical Failure The creature takes double damage and is deafened for 1 minute, and stunned 1.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Spinner of Threads
range: 30
saving_throw: Will
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
The barest spin of your patron’s spool is enough to alter fate. When the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends.
If you cast nudge fate while a previous casting of this hex is still in effect, the previous effect ends.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
duration: 10 min.
element: Wood
legacy_name: Barkskin
0
source: Player Core pg. 347
spell_type: Spell
target: 1 willing creature
tradition: ArcanePrimal
type: Spell
The target’s skin becomes tough, with a consistency like bark or wood. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn’t reduce the fire damage the target was dealt.
Heightened (+2) The resistances increase by 2, and the weakness 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
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.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
duration: 10 min.
element: Wood
legacy_name: Tree Shape
source: Player Core pg. 347
spell_type: Spell
tradition: Primal
type: Spell
You can either transform into a plant or merge with plant matter. While transformed, you can’t move or affect anything outside the plant, but you can cast spells as long as they don’t require line of effect beyond the plant. You can Dismiss this spell.
Merge with Plants The spell’s duration is 10 minutes. While casting the spell, you must touch a plant with enough volume to fit you and your possessions or the spell is disrupted. While merged, you can hear, but not see, what’s going on outside the plant. If the plant takes damage while you’re inside it, you’re expelled from the plant and take 10d6 damage. Magic passage expels you without dealing damage. The spell ends if you’re ever outside the plant.
Turn into a Plant The spell’s duration is 8 hours. You become a Large plant—typically a tree. Perception checks don’t reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a plant that is strangely new to the area. While in this form, you can observe everything around you, using your normal senses. As a plant, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 10 min.
element: Earth
legacy_name: Meld into Stone
source: Player Core pg. 347
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You can either transform into a stone or merge with stone. This spell has the same effects as one with plants, but lets you merge with or turn into stone. A stone you turn into has AC 23. You can Dismiss this spell.
An action with this trait requires a degree of mental concentration and discipline.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Misfortune
A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a [fortune](/Traits.aspx?ID=76) effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
0
saving_throw: Will
source: Player Core pg. 347
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.
Critical Success The target is unaffected. Success For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent). Failure As success, but the effect is permanent. Critical Failure As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.
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.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
area: 40-foot burst
saving_throw: Will
source: Player Core pg. 347
spell_type: Spell
target: any number of creatures
tradition: DivineOccult
type: Spell
You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being, with an appearance, regalia, and iconography of your choice. Targets must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Critical Success The target is unaffected. Success The target must pay tribute to you two times. Paying tribute requires that the target spend a single action, which has either the move trait (as they bow) or manipulate trait (as they offer up a token in their hands). They must pay tribute at least once on each of their turns, if possible. While affected, the target is fascinated by you and can’t use hostile actions against you. Failure As success, but the target must pay tribute a total of six times. Critical Failure As failure, but the target must spend all its actions paying tribute, and they cannot take other actions until the tribute is fully paid.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 30
saving_throw: Will
source: Player Core pg. 348
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You block the target’s motor impulses before they can leave its mind, freezing target in place. The target must attempt a Will save.
Critical Success The target is unaffected. Success The target is stunned 1. Failure The target is paralyzed for 1 round. Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Heightened (7th) You can target up to 10 creatures.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 min.
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 348
spell_type: Spell
target: 1 creature
tradition: Occult
type: Spell
You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.
Critical Success The target is unaffected. Success The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn’t already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round. Failure As success, but the effect lasts 1 minute. Critical Failure As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
Heightened (6th) You can target up to 5 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.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 100-foot burst
component: 10 minutes
duration: 1 days.
legacy_name: Private Sanctum
0
source: Player Core pg. 348
spell_type: Spell
tradition: ArcaneOccult
type: Spell
An opaque shell of drifting, iridescent runes covers the area, creating a bubble. You can choose to make the burst smaller, in 10-foot increments. The runes don’t block travel, but those inside the bubble can’t perceive those outside it and vice versa. Detection and scrying effects are likewise blocked.
Creatures sleeping within the bubble are immune to dreams sent by spells. Those sleeping 8 hours reduce their doomed condition by 2 instead of 1.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Gentle Repose
0
source: Player Core pg. 348
spell_type: Spell
target: 1 corpse
tradition: ArcaneDivineOccultPrimal
type: Spell
The targeted corpse doesn’t decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of peaceful rest against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.
Heightened (5th) The spell’s duration is unlimited, but the spell takes one more action to cast and requires a cost (embalming fluid worth 6 gp).
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).
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 10 min.
source: Player Core pg. 348
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You transform into the battle form of a Tiny animal, such as
a cat, insect, lizard, or rat. You can decide the specific type of
animal (such as a rat or praying mantis), but this has no effect
on your Size or statistics. While in this form, you gain the animal trait, and you can’t make Strikes. You can Dismiss the spell.
You gain the following statistics and abilities:
AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
Speed 20 feet.
Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 8 hrs.
0
source: Player Core pg. 348
spell_type: Spell
target: 1 willing creature that is your companion
tradition: ArcaneDivineOccultPrimal
type: Spell
You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.
You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
element: Earth
legacy_name: Flesh to Stone
range: 120
saving_throw: Fortitude
source: Player Core pg. 349
spell_type: Spell
target: 1 creature made of organic material
tradition: ArcanePrimal
type: Spell
The target’s body slowly turns into a stone statue. The target must attempt a Fortitude save.
Critical Success The target is unaffected. Success The target is slowed 1 for 1 round as stone begins to form on their body. Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure) as stone growths creep across their body. A successful save reduces the slowed condition by 1. When a creature becomes fully unable to act due to the slowed condition from petrify, the spell then ends in a flash of gray light, leaving the target petrified permanently as they become a statue. The spell also ends if the slowed condition is removed, which causes the stone to break off harmlessly. Critical Failure As failure, but the target is initially slowed 2.
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.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
legacy_name: Weird
range: 120
saving_throw: Will
school: illusion
source: Player Core pg. 349
spell_type: Spell
target: any number of creatures
tradition: ArcaneOccult
type: Spell
You fill the targets’ minds with endless images, like countless dreams and lives colliding with each other. The onrushing information deals 16d6 mental damage to each target, depending on its Will save.
Critical Success The target is unaffected. Success The target takes half damage and can’t use reactions until the start of your next turn. Failure The target takes full damage and is confused until the start of your next turn. Critical Failure The target takes double damage and is confused for 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 30-foot burst
range: 500
saving_throw: Will
school: illusion
source: Player Core pg. 349
spell_type: Spell
tradition: ArcaneOccult
type: Spell
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it’s trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it’s also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
5
6th
7
7th
9
8th
11
9th
13
10th
15
legacy_name: Unseen Servant
range: 60
source: Player Core pg. 349
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You summon a phantasmal minion. The minion is roughly the shape of a humanoid. You can choose to have it be invisible or have an ephemeral appearance, but it’s obviously a magical effect, not a real creature.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
deity: Zon-Kuthon
duration: 1 min.
lesson: Lesson of Vengeance
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 349
spell_type: Spell
target: 1 creature
tradition: Occult
type: Spell
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage with a Will save.
Critical Success The target is unaffected. Success The target takes full initial damage but no persistent damage, and the spell ends immediately. Failure The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends. Critical Failure As failure, but the target is sickened 2.
Heightened (+1) The damage increases by 2d4 and the persistent damage 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.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
legacy_name: Discern Location
range: 100000000
source: Player Core pg. 349
spell_type: Spell
target: 1 creature or object
tradition: ArcaneDivineOccult
type: Spell
You learn the name of the target’s exact location (including the building, community, and country) and plane of existence. You can target a creature only if you’ve seen it in person, have one of its significant belongings, or have a piece of its body, such as a lock of hair. To target an object, you must have touched it or have a fragment of it. Pinpoint automatically overcomes protections against detection effects of lower rank than this spell, even if they would normally have a chance to block it.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
area: 20-foot burst
cost: rare incense, precious metals, and purified chalk worth 500 gp
range: 20
requirement: planar key for the destination plane used as a locus
source: Player Core pg. 393
type: Ritual
primary_check: Arcana (master), Nature (master), Occultism (master), or Religion (master)
secondary_casters: 2
secondary_check: Lore (related to the destination plane), Survival
You draw a ritual circle, and when the ritual is complete, you shift all creatures in the area to a different plane of existence. The skill you use for the primary check must be one that can be used to make a Recall Knowledge check about the intended destination, such as Arcana or Nature for the Plane of Fire or Occultism for the Astral Plane.
A secondary caster can be located at the exact site of the destination, instead of with you at the point of origin. If a secondary caster at the destination succeeds at its check and you roll a success, the ritual is a critical success instead.
Critical Success You arrive on the intended plane at the last place one of the targets (of your choice) was located the last time the target traveled to that plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane. The circle remains active for 1 minute, during which time any creature the ritual transported can return to the origin point with a single action, which has the concentrate trait. Success As critical success, but you arrive 1d10×25 miles from your destination. Failure Your attempt is unsuccessful. Critical Failure The ritual fails, and the GM determines whether you travel to the wrong plane or are barred from planar travel for 1 week.
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.
Extradimensional
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 minute
deity: Abadar
legacy_name: Magnificent Mansion
range: 30
source: Player Core pg. 350
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You grow an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell’s range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you Cast the Spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will.
Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for interplanar teleport, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they’re capable of crossing planes.
A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the phantasmal minion spell, though they’re visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 60-foot burst
legacy_name: Dimensional Lock
range: 120
source: Player Core pg. 350
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You create a visible magical barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces. Planar seal tries to counteract any attempt to summon a creature into the area but doesn’t stop the creature from departing when the summoning ends.
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.
cost: t rare incense and offerings worth a total value of 2 gp × the spell rank × the target’s level, see text for more details
legacy_name: Planar Ally
source: Player Core pg. 394
type: Ritual
primary_check: Religion (expert)
secondary_casters: 2
secondary_check: Diplomacy
You call upon a deity (or other divine power) to grant you aid in the form of a divine servitor of your deity’s choice, with a level no greater than double the ritual’s spell rank. The secondary casters explain what sort of assistance you need and why you need it; if the task is incredibly fitting to the deity, the GM can grant a circumstance bonus to the secondary Diplomacy check or rule that the check is automatically a critical success. If you use the ritual without good reason, the result is automatically a critical failure.
If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature’s level, and often costs as much as a permanent magic item of the creature’s level to persuade a creature to fight alongside you. Your offerings should align with the personal tastes of the deity.
You can alternatively name a being native to the deity’s realm that you know personally, with the same level restriction. Such a creature might request something they personally want as payment.
Critical Success The deity sends a servitor, and the servitor’s payment costs only half as much as normal. If you ask for a particular servitor by name, the deity is likely to send that servitor unless the servitor is busy. Success Your deity sends a servitor. Failure Your deity does not send a servitor. Critical Failure The deity is offended and sends a sign of displeasure or possibly even a servitor to scold or attack you, depending on your deity’s nature. A deity might also opt to strip divine powers from its followers who participated until they atone.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Dimensional Anchor
range: 30
saving_throw: Will
source: Player Core pg. 350
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You stitch the target to its current plane. While the target is affected by planar tether, the spell attempts to counteract any teleportation effect that would move the target, or any effect that would transport it to a different plane. Planar tether’s duration is determined by the target’s Will save.
Critical Success The target is unaffected. Success The duration is 1 minute. Failure The duration is 10 minutes. Critical Failure The duration is 1 hour.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
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.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
duration: 1 min.
element: Wood
source: Player Core pg. 350
spell_type: Spell
tradition: Primal
type: Spell
Taking inspiration from verdant creatures, you transform into a Large plant battle form. When you Cast this Spell, choose a listed battle form. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form’s Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
AC = 19 + your level. Ignore your armor’s check penalty and Speed reduction.
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
Athletics modifier of +19, unless your own is higher.
You gain specific abilities based on the plant you choose:
Arboreal Speed 30 feet; Melee branch (reach 15 feet), Damage 2d10 bludgeoning; Melee foot, Damage 2d8 bludgeoning; you can speak in this form.
Flytrap Speed 15 feet; resistance 10 to acid; Melee leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target.
Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.
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.
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.
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: 1/2-mile-radius circle centered on you
duration:
element: Wood
source: Player Core pg. 394
type: Ritual
primary_check: Nature (expert)
secondary_casters: 1
secondary_check: Farming Lore or Survival
You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect.
Critical Success Double the crop yield in the area, or increase the area to a 1-mile radius. Success Increase the crop yield in the area by one-third. Failure The ritual has no effect. Critical Failure The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them).
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Possession
Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can’t use a possession effect. While possessing a target, a possessor’s true body is unconscious (and can’t wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.
A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target’s active spells and abilities that affect their body. A possessor can use any of the target’s abilities that are purely physical, and it can’t use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack modifier, and spell DC; benefits of invested items apply where relevant (the possessor’s invested items apply when using its own values, and the target’s invested items apply when using the target’s values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn’t in its own body. The possessor must use its own actions to make the possessed creature act.
If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately, and the possessor is stunned for 1 minute.
duration: 1 min.
range: 30
saving_throw: Will
source: Player Core pg. 350
spell_type: Spell
target: 1 living creature
tradition: Occult
type: Spell
You send your mind and soul into the target’s body, attempting to take control. The target must attempt a Will save. If you want to exert less control over the target, you can choose to use the effects of any degree of success more favorable to the target.
While you’re possessing a target, your own body is unconscious and can’t wake up normally. You can sense everything the possessed target does. You can Dismiss this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature’s initiative.
Critical Success The target is unaffected. Success You possess the target but can’t control it. You ride along in the body while the spell lasts. Failure You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target’s turns, it attempts another Will save. If it fails, it’s controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends. Critical Failure You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.
Heightened (9th) The duration is 10 minutes, and you can physically enter the creature’s body, protecting your physical body while the spell lasts.
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.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 10
source: Player Core pg. 351
spell_type: Cantrip
target: 1 object (cook, lift, or tidy only)
tradition: ArcaneDivineOccultPrimal
type: Spell
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
cost: faerie circle ingredients worth a total value of 1 gp × the spell rank × the target’s level
Critical Success You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark. Success As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character’s time in the Boneyard has left them temporarily debilitated. The target is clumsy 1, drained 1, and enfeebled 1 for 1 week; these conditions can’t be removed or reduced by any means until the week has passed. Failure Your attempt is unsuccessful. Critical Failure Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 min.
range: 30
school: illusion
source: Player Core pg. 351
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You project an illusory image of yourself. You must stay within range of the image, and if at any point you can’t see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can’t benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.
Heightened (+2) The maximum duration you can Sustain the spell increases to 10 minutes.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
0
source: Player Core pg. 351
spell_type: Spell
target: 1 willing creature
tradition: DivineOccult
type: Spell
You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws.
Heightened (3rd) You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 15-foot cone
element: Earth
saving_throw: Reflex
source: Player Core pg. 351
spell_type: Spell
tradition: ArcanePrimal
type: Spell
A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pushed 5 feet away from you. Critical Failure The creature takes double damage and is pushed 10 feet away from you.
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.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 30-foot radius, 100-foot-tall cylinder
duration: 1 min.
element: Air
range: 100
source: Player Core pg. 351
spell_type: Spell
tradition: Primal
type: Spell
Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell’s winds takes bludgeoning damage as though it had fallen.
The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.
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.
An action with this trait requires a degree of mental concentration and discipline.
Extradimensional
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
deity: Nethys
legacy_name: Maze
range: 30
source: Player Core pg. 351
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You transport the target into an extraplanar puzzle room of mysterious origin, locking them there. Once each turn as a single action, the target can attempt an Occultism check, Perception check, or Thievery check against your spell DC to solve the puzzle. Teleportation effects can’t carry the target outside the puzzle room unless they can also traverse the planes, such as interplanar teleport. When the spell ends, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.
Critical Success The target solves the puzzle and escapes. Success The target is on the right path to the solution. If it was already on the right path, it solves the puzzle and escapes. Failure The target makes no progress toward a solution. Critical Failure The target makes no progress and, if it was on the right path, it no longer is.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
cost: gemstones worth a total value of the target’s level (minimum 1) × 200 gp
lesson: Lesson of Death
range: 10
source: Player Core pg. 352
spell_type: Spell
target: 1 dead creature of 13th level or lower
tradition: Divine
type: Spell
You attempt to call forth the dead creature’s soul, requiring the creature’s body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature’s time has come (at the GM’s discretion), or if the creature doesn’t wish to return to life, this spell automatically fails, but the cost isn’t consumed in the casting.
If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can’t be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.
Heightened (7th) The maximum level of the target increases to 15. The cost increases to the target’s level (minimum 1) × 400 gp.
Heightened (8th) The maximum level of the target increases to 17. The cost increases to the target’s level (minimum 1) × 800 gp.
Heightened (9th) The maximum level of the target increases to 19. The cost increases to the target’s level (minimum 1) × 1,600 gp.
Heightened (10th) The maximum level of the target increases to 21. The cost increases to the target’s level (minimum 1) × 3,200 gp.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
legacy_name: Inspire Defense
source: Player Core pg. 371
spell_type: Cantrip
type: Spell
Your song moves allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell’s rank to physical damage.
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.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 minute
range: 30
source: Player Core pg. 352
spell_type: Cantrip
target: 1 object
tradition: ArcaneDivineOccultPrimal
type: Spell
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Prediction
Effects with this trait determine what is likely to happen in the near future.
component: 10 minutes
source: Player Core pg. 352
spell_type: Spell
tradition: DivineOccult
type: Spell
You peek into the future. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.
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.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
duration: 1 min.
0
source: Player Core pg. 352
spell_type: Spell
target: 1 willing living creature
tradition: DivinePrimal
type: Spell
An infusion of vital energy grants a creature continuous healing. The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can’t die from taking Hit Point damage and its dying condition can’t increase to a value that would kill it (this stops most creatures’ dying condition at dying 3), though if its wounded value becomes 4 or higher, it stays unconscious until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.
Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell’s duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.
Heightened (9th) The regeneration increases to 20.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 hour
cost: a remnant of the item
range: 5
source: Player Core pg. 352
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. The remnant of the item can be small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.
The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter.
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: emanation up to 40 feet
duration: 1 min.
saving_throw: Will
source: Player Core pg. 353
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it’s within the area when you Cast the Spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature’s movement apply only if it voluntarily moves toward you; if you move closer to a creature, it doesn’t then need to move away.
Critical Success The creature’s movement is not restricted. Success The creature treats each square in the area as difficult terrain when moving closer to you. Failure The creature can’t move closer to you within the area.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 10 min.
0
source: Player Core pg. 353
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccultPrimal
type: Spell
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.
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.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
cost: gemstones worth a total value of 75 gp × the target’s level
range: 10
source: Player Core pg. 394
target: 1 dead creature of up to 10th level
type: Ritual
primary_check: Religion (expert)
secondary_casters: 2
secondary_check: Medicine , Society
You attempt to call forth the target’s soul and return it to its body. This requires the target’s body to be present and relatively intact. The target must have died within the past year. If Pharasma has decided that the target’s time has come or the target doesn’t wish to return, this ritual automatically fails, but you discover this after the successful Religion check and can end the ritual without paying the cost.
Heightened (6th) You can resurrect a target of up to 12th level, and the base cost is 125 gp.
Heightened (7th) You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target’s level. The target can be up to 14th level, and the base cost is 200 gp.
Heightened (8th) As 7th level, but the target can be up to 16th level and the base cost is 300 gp.
Heightened (9th) You can use resurrect even without the body as long as you know the target’s name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn’t gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target’s level. The target can be up to 18th level, and the base cost is 600 gp.
Heightened (10th) As 9th level, except it doesn’t matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target’s level. The target can be up to 20th level, and the ritual’s base cost is 1,000 gp.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 1 minute
source: Player Core pg. 353
spell_type: Spell
tradition: ArcaneOccult
type: Spell
Opening your mind to mental echoes, you gain impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don’t play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.
Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.
Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.
An action with this trait requires a degree of mental concentration and discipline.
Light
Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 10-foot burst
legacy_name: Glitterdust
range: 120
saving_throw: Reflex
source: Player Core pg. 353
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed.
Critical Success The target is unaffected. Success The light affects the creature for 2 rounds. Failure The light affects the creature for 1 minute. Critical Failure The light affects the creature for 10 minutes.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
duration: 1 min.
range: 30
source: Player Core pg. 353
spell_type: Spell
target: dead creatures and living creatures of your choice within range
tradition: DivinePrimal
type: Spell
A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. You return any number of dead targets to life temporarily, with the same effects and limitations as raise dead. The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can’t regain Hit Points or gain temporary Hit Points in other ways, and once revival’s duration ends, they lose all temporary Hit Points and die. Revival can’t resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
legacy_name: Modify Memory
range: 30
saving_throw: Will
source: Player Core pg. 353
spell_type: Spell
target: 1 creature
tradition: Occult
type: Spell
You alter the target’s memories by erasing a memory, enhancing a memory’s clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.
Critical Success The target is unaffected and realizes you tried to alter its memory. Success The target is unaffected but thinks your spell was something harmless instead of rewrite memory, unless it identifies the spell. Failure During the first 5 minutes of the spell’s duration, you can Sustain the spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.
Any memories you’ve altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can’t alter any further memories.
Heightened (6th) You can Cast the Spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 20-foot burst
duration: 10 min.
legacy_name: Zone of Truth
range: 30
saving_throw: Will
source: Player Core pg. 354
spell_type: Spell
tradition: DivineOccult
type: Spell
You designate an area in which lies are revealed. Creatures in the area also take a –2 status penalty to Deception checks. Each time a creature in the area speaks a true statement, the soft ring of a bell sounds in the area. Creatures are aware of the magic; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. If a creature is in the area when the spell is cast or later enters the area, that creature attempts a Will save. It uses the results of this initial save if it leaves and reenters the area.
Critical Success The target is so convincing that the bell rings even if they lie. Success If the target lies and succeeds at their Deception check against all targets, the bell still rings. Failure The bell accurately sees through their deception and will never ring if they lie.
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.
cost: pigments and oils worth a total value of 5 gp × the rank of the spell to be stored
0
source: Player Core pg. 395
target: 1 object or a 10-foot-by-10-foot area
type: Ritual
primary_check: Arcana (expert), Nature (expert), Occultism (expert), or Religion (expert) as determined by the tradition of spell cast in the ritual
secondary_casters: 1
secondary_check: Crafting
You create a magical trap by binding a hostile spell into a rune. As part of performing this ritual, you also Cast a Spell to store in the rune. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the rune. Any creature that moves, opens, or touches the target container or enters the target area that doesn’t speak the password or that matches the trigger activates the rune, releasing the harmful spell within.
Once a spell is stored in the rune, the rune gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the rune. If it has an area, that area is centered on the creature that set off the rune. The rune is a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss the rune you create with this ritual so long as you can see it.
Critical Success You create a particularly effective rune, granting a +2 circumstance bonus to the DC to notice and disable the rune. Success You create the rune successfully. Failure You fail to create the rune. Critical Failure The rune backfires, dealing 4d6 force damage per rank of the rune’s spell to you, the secondary caster, and all creatures within 10 feet of the ritual’s area.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
legacy_name: Magic Fang
0
source: Player Core pg. 354
spell_type: Spell
target: 1 willing creature
tradition: ArcaneDivineOccultPrimal
type: Spell
Glowing runes appear on the target’s body. All its unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
Heightened (6th) The unarmed attacks are +2 greater striking.
Heightened (9th) The unarmed attacks are +3 major striking.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
legacy_name: Magic Weapon
patron_theme: The Inscribed One
0
source: Player Core pg. 354
spell_type: Spell
target: 1 weapon that is unattended or wielded by a willing creature
tradition: ArcaneDivineOccultPrimal
type: Spell
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Heightened (6th) The weapon is +2 greater striking.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 10-foot-wide, 10-foot-tall 60-foot-long section of terrain
duration: 1 min.
0
source: Player Core pg. 355
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You make passage through the area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that’s prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.
Safe passage protects only against harm, not inconvenience, and it doesn’t reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell’s area.
Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long.
Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 min.
0
source: Player Core pg. 355
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You ward a creature with protective energy that deters attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
Critical SuccessSanctuary ends. Success The creature can attempt its attack and any other attacks against the target this turn. Failure The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn. Critical Failure The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Scrying
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
component: 1 minute
legacy_name: Prying Eye
source: Player Core pg. 355
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.
The first time you Sustain the spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Scrying
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
component: 10 minutes
duration: 10 min.
range: 10000000
saving_throw: Will
source: Player Core pg. 355
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You magically spy on a creature of your choice. Scrying works like clairvoyance, except that the image you receive is less precise, insufficient for teleport and similar spells. Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target. You can choose a target either by name or by touching one of its possessions or a piece of its body. If you haven’t met the target in person, scrying’s DC is 2 lower, and if you are unaware of the target’s identity (perhaps because you found an unknown creature’s fang at a crime scene), the DC is instead 10 lower.
The effect of scrying depends on the target’s Will save.
Critical Success The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you. Success The spell fails and the target is temporarily immune for 1 day. Failure The spell succeeds. Critical Failure The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Revelation
Effects with this trait see things as they truly are.
duration: 10 min.
legacy_name: See Invisibility
source: Player Core pg. 355
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
Your gaze pierces through illusions and finds invisible creatures and spirits. You can see invisible creatures as though they weren’t invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object’s surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
Heightened (5th) This spell has a duration of 8 hours.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
legacy_name: Bind Soul
range: 30
requirement: item worth at least the target's level × 100 gp
source: Player Core pg. 355
spell_type: Spell
target: 1 creature that died within the last minute
tradition: DivineOccult
type: Spell
You trap the target’s soul in the item before the soul can pass on to the afterlife. The item used to contain the soul can be anything as long as it’s of the appropriate value. The item has AC 16 and its normal Hardness and HP. Destroying (not just breaking) an item or counteractingseize soul releases the soul to the afterlife. While the soul is in the item, the target can’t be returned to life through any means, even powerful magic such as a wish ritual. If the item is destroyed or seize soul is counteracted on the item, the soul is freed. An item can’t hold more than one soul, and any attempt wastes the spell.
You can also target an item that has had a soul trapped it in with a second casting of seize soul, which destroys the item and either releases the soul or relocates it to a different item, whichever you choose. This fails if the target is an artifact or the trapped soul is a creature of 19th level or higher.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 10000000
source: Player Core pg. 356
spell_type: Spell
target: 1 creature you know well
tradition: ArcaneDivineOccult
type: Spell
You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Shadow
Magic with this trait involves shadows or the energy of the Netherworld.
Planes with this trait are umbral with murky light. In the Netherworld, the radius of all light from light sources and the areas of light spells are halved.
area: varies
source: Player Core pg. 356
spell_type: Spell
target: basic Reflex or Will (target's choice)
tradition: DivineOccult
type: Spell
You shape the shadow substance of the Netherworld into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic, or spirit damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 6d8 damage of the type you chose to each creature in the area.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
element: Earth
0
source: Player Core pg. 356
spell_type: Spell
target: cube of stone 10 feet across or smaller
tradition: ArcanePrimal
type: Spell
You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check.
Success The creature is unaffected. Failure The creature falls prone atop the stone. Critical Failure The creature falls off the stone (if applicable) and lands prone.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
element: Wood
0
source: Player Core pg. 356
spell_type: Spell
target: an unworked piece of wood up to 20 cubic feet in volume
tradition: ArcanePrimal
type: Spell
You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You can’t use this spell to enhance the value of the wooden object you are shaping.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 10 min.
legacy_name: Shield Other
range: 30
source: Player Core pg. 356
spell_type: Spell
target: 1 creature
tradition: Divine
type: Spell
You forge a temporary link between the target’s life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don’t apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sonic
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
range: 30
source: Player Core pg. 356
spell_type: Spell
target: 1 unattended object
tradition: OccultPrimal
type: Spell
A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object’s Hardness if it is 4 or lower.
Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
source: Player Core pg. 356
spell_type: Cantrip
tradition: ArcaneDivineOccult
type: Spell
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Heightened (+2) The shield’s Hardness increases by 5.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 5 min.
range: 30
source: Player Core pg. 356
spell_type: Spell
target: 1 willing creature
tradition: ArcanePrimal
type: Spell
You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature’s reach changes to 0 feet. This spell has no effect on a Tiny creature.
Heightened (+6) The spell 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.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Darkness
Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Starless Shadow
range: 30
saving_throw: Will
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron blankets the target’s eyes in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling.
Success The target is unaffected. Failure The target is shrouded in murky darkness. It treats bright light as dim light, and unless it has greater darkvision, all creatures are concealed to it.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
0
source: Player Core pg. 357
spell_type: Cantrip
target: 1 creature or object
tradition: ArcaneDivineOccultPrimal
type: Spell
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened rank.
Heightened (3rd) The sigil instead fades after 1 month.
Heightened (5th) The sigil instead fades after 1 year.
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
duration: 1 min.
0
school: illusion
source: Player Core pg. 357
spell_type: Spell
target: 1 willing creaure
tradition: DivineOccult
type: Spell
The target makes no sound, preventing creatures from noticing it using hearing alone. The target can’t use sonic attacks, nor can it use auditory actions. This also prevents the target from casting spells due to the magical words involved in casting, with the exception of subtle spells.
Heightened (4th) The spell creates an aura in a 10-foot emanation around the touched creature, silencing all sound in or passing through it. While within the aura, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).
An action with this trait requires a degree of mental concentration and discipline.
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.
Sleep
This effect makes a creature fall asleep or get drowsy
area: 5-foot burst
deity: Desna
lesson: Lesson of Dreams
range: 30
saving_throw: Will
source: Player Core pg. 357
spell_type: Spell
tradition: ArcaneOccult
type: Spell
Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn’t fall prone or release what it’s holding. This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
Critical Success The creature is unaffected. Success The creature takes a –1 status penalty to Perception checks for 1 round. Failure The creature falls unconscious. If it’s still unconscious after 1 minute, it wakes up automatically. Critical Failure The creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically.
Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they’re holding, and they can’t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Shadow
Magic with this trait involves shadows or the energy of the Netherworld.
Planes with this trait are umbral with murky light. In the Netherworld, the radius of all light from light sources and the areas of light spells are halved.
area: 20-foot burst
duration: 1 min.
legacy_name: Black Tentacles
range: 120
saving_throw: Reflex
source: Player Core pg. 357
spell_type: Spell
tradition: ArcaneOccult
type: Spell
A mass of snakes made of shadow rise up to capture creatures in the area. Each creature in the area when you Cast the Spell takes 3d6 piercing damage and 1d6 persistent poison damage from a biting snake, and it’s grabbed or restrained depending on its Reflex save. A creature that ends its turn in the area must also attempt this save, even if it’s already grabbed or restrained by the snakes. You can Dismiss the spell.
Success The creature is unaffected. Failure The creature takes full damage and is grabbed by a snake. The snakes’ Escape DC is equal to your spell DC. A creature can attack a snake to release the creature. A snake’s AC is equal to your spell DC, and it’s destroyed if it takes 12 or more damage at once. New snakes continually regrow as long as the spell lasts, so destroying snakes doesn’t prevent slither from capturing more creatures. Critical Failure As failure, but the creature takes double damage and is restrained by a snake.
Heightened (+2) The persistent poison damage increases by 1d6 and snake HP increases by 6.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: Fortitude
source: Player Core pg. 357
spell_type: Spell
target: 1 creature
tradition: ArcaneOccultPrimal
type: Spell
You dilate the flow of time around the target, slowing its actions.
Critical Success The target is unaffected. Success The target is slowed 1 for 1 round. Failure The target is slowed 1 for 1 minute. Critical Failure The target is slowed 2 for 1 minute.
Heightened (6th) You 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.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 hrs.
source: Player Core pg. 371
spell_type: Cantrip
type: Spell
You maintain a brisk performance that keeps allies on the move. You and your allies in the area can Hustle for the spell’s duration, in addition to your other exploration activities (your exploration activity is Sustaining this spell). You and your allies then become temporarily immune for 1 day. If you enter an encounter while performing this song, you can use your Performance modifier for the initiative roll. You and your affected allies also receive a +1 status bonus to that initiative roll.
Heightened (6th) You can Sustain the Spell for up to 2 hours.
Heightened (9th) You can Sustain the Spell for up to 4 hours.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
source: Player Core pg. 371
spell_type: Cantrip
type: Spell
You bolster your allies’ physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Reposition, Shove, and Trip.
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.
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.
duration: 1 min.
range: 30
source: Player Core pg. 357
spell_type: Spell
target: 1 willing creature
tradition: Occult
type: Spell
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
legacy_name: Restore Senses
0
source: Player Core pg. 357
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
You send a surge of healing energy to restore the target’s body. Attempt to counteract an effect of your choice imposing one of these conditions on the target: blinded, dazzled, deafened, enfeebled, or sickened. If you didn’t counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed. This spell can’t counteract or suppress curses, diseases, or conditions that are part of the target’s normal state.
Heightened (4th) Add drained and slowed to the list of conditions.
Heightened (8th) Add stunned to the list of conditions.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
source: Player Core pg. 358
spell_type: Spell
tradition: Primal
type: Spell
You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn’t make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
duration: 1 hrs.
element: Wood
source: Player Core pg. 358
spell_type: Spell
tradition: DivineOccultPrimal
type: Spell
You can ask questions of and receive answers from plants and fungi, but the spell doesn’t make them more friendly or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don’t recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant or fungus monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
element: Earth
legacy_name: Stone Tell
source: Player Core pg. 358
spell_type: Spell
tradition: DivineOccultPrimal
type: Spell
You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone’s perspective, perception, and knowledge give it a worldview different enough from a human’s that it doesn’t consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.
An action with this trait requires a degree of mental concentration and discipline.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: Will
source: Player Core pg. 358
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save.
Critical Success The target is unaffected. Success Whenever the target becomes affected by a spell with a duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage; the curse and the persistent damage end after 1 minute. Failure As success, but the curse and persistent damage do not end on their own. Critical Failure As failure, but the persistent force damage is 4d12.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Poison
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
deity: Lamashtu
0
saving_throw: Fortitude
source: Player Core pg. 358
spell_type: Spell
target: 1 creature
tradition: ArcanePrimal
type: Spell
You magically duplicate a spider’s venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success The target is unaffected. Success The target takes 1d4 poison damage. Failure The target is afflicted with spider venom at stage 1. Critical Failure The target is afflicted with spider venom at stage 2. Spider Venom (poison) Level 1; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
range: 30
saving_throw: basic Fortitude
source: Player Core pg. 358
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You concentrate ethereal energy and attack a creature’s spirit, dealing 16d6 spirit damage with a basic Fortitude save.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
duration: 10 min.
lesson: Lesson of Life
range: 30
source: Player Core pg. 358
spell_type: Spell
target: 1 willing creature
tradition: DivineOccult
type: Spell
You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn’t involve vitality or void energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you’re ever at 0 Hit Points, spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
duration: 1 min.
legacy_name: Spiritual Weapon
range: 120
saving_throw: AC
source: Player Core pg. 359
spell_type: Spell
target: 1 target
tradition: DivineOccult
type: Spell
You create a ghostly, magical echo of one weapon you’re wielding or wearing and fling it. Attempt a spell attack roll against the target’s AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well.
Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
duration: 1 min.
range: 120
source: Player Core pg. 359
spell_type: Spell
tradition: Divine
type: Spell
A Medium guardian made of magical force appears in an unoccupied space in range. The spiritual guardian is translucent and wields a ghostly echo of one weapon you’re wielding or wearing. If you have a deity, the guardian takes the form of one of your deity’s attendants or servitors. If you sanctify the spell, the guardian’s attacks are sanctified as well.
Creatures can move through the guardian’s space but can’t end their movement in it. You and your allies can flank with the guardian. The guardian doesn’t have any other attributes a creature would normally have, aside from 50 Hit Points that it can’t recover by any means and that it can lose only when protecting a creature (see below).
When you Cast the Spell and each time you Sustain it, you can have the guardian move to any unoccupied space within 120 feet of you and either attack or protect.
Attack The guardian makes a melee spell attack against an adjacent creature, dealing 3d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty.
Protect The guardian protects a creature of your choice. Each time the chosen creature would take damage and the guardian is adjacent to it, the guardian takes the first 10 damage instead of the ally. This protection lasts until you command the guardian to attack or to protect a different creature, or the guardian is destroyed.
Heightened (+2) The guardian’s damage increases by 1d8, and its Hit Points increase by 20.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
range: 30
source: Player Core pg. 359
spell_type: Cantrip
target: 1 dying creature
tradition: DivinePrimal
type: Spell
Life energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
An action with this trait requires a degree of mental concentration and discipline.
Detection
Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
0
source: Player Core pg. 359
spell_type: Spell
target: 1 willing living creature
tradition: DivineOccultPrimal
type: Spell
As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target’s direction from you, distance from you, and any conditions affecting it.
Heightened (4th) The spell’s range increases to 30 feet, and you can target up to 10 creatures.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Faith's Flamekeeper
range: 30
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron fills a creature with fervor, empowering their blows. The target gains a +2 status bonus to damage rolls.
Heightened (+2) The status bonus to damage increases by 1.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
deity: Cayden Cailean
legacy_name: Touch of Idiocy
range: 30
saving_throw: Will
source: Player Core pg. 359
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You dull the target’s mind, depending on its Will save.
Critical Success The target is unaffected. Success The target is stupefied 1 until the start of your next turn. Failure The target is stupefied 2 for 1 minute. Critical Failure The target is stupefied 3 for 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
range: 30
saving_throw: Will
source: Player Core pg. 359
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You implant a subconscious suggestion deep within the target’s mind for them to follow when a trigger you specify occurs (as described on page 303). You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can’t be self-destructive or obviously against the target’s self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you tried to control it. Success The target is unaffected and thinks you were talking to them normally, not casting a spell on them. Failure The suggestion remains in the target’s subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects. Critical Failure As failure, but the duration is 1 hour.
Heightened (9th) You 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
deity: Asmodeus
range: 30
saving_throw: Will
source: Player Core pg. 360
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can’t be self-destructive or obviously against the target’s self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you tried to control it using a spell. Success The target is unaffected. Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects. Critical Failure As failure, but the base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
5
6th
7
7th
9
8th
11
9th
13
10th
15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You summon a creature that has the animal trait and whose level is –1 to fight for you.
An action with this trait requires a degree of mental concentration and discipline.
Holy
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to [unholy](/Traits.aspx?ID=521). If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
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2nd
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9th
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duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: Divine
type: Spell
You summon a creature that has the celestial trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of celestials you can summon in certain cases. For instance, Calistria doesn’t typically allow her followers to summon aeons.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
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6th
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7th
9
8th
11
9th
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10th
15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: Arcane
type: Spell
You summon a creature that has the construct trait and whose level is –1 to fight for you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
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6th
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7th
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9th
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15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You summon a creature that has the dragon trait and whose level is 5 or lower to fight for you. If the dragon has a magical tradition trait (arcane, divine, occult, or primal), you can summon it only if you’re using that tradition to cast summon dragon.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
5th
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6th
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7th
9
8th
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9th
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15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You summon a creature that has the elemental trait and whose level is 1 or lower to fight for you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
3
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5
6th
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7th
9
8th
11
9th
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15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: Occult
type: Spell
You summon a creature that has the aberration trait and whose level is 5 or lower to fight for you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
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6th
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7th
9
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15
duration: 1 min.
range: 30
source: Player Core pg. 360
spell_type: Spell
tradition: OccultPrimal
type: Spell
You summon a creature that has the fey trait and whose level
is –1 to fight for you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
3rd
2
4th
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5th
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6th
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7th
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8th
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9th
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15
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
duration: 1 min.
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: Divine
type: Spell
You summon a creature that has the fiend trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of fiends you can summon in certain cases. For instance, archdevils typically allow their followers to summon devils, but not other fiends.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
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–1
2nd
1
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15
duration: 1 min.
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: Primal
type: Spell
You summon a creature that has the giant trait and whose
level is 5 or lower to fight for you.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
source: Player Core pg. 361
spell_type: Cantrip
tradition: ArcaneDivineOccult
type: Spell
You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays for only you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.
Heightened (5th) The instrument is instead a virtuoso handheld instrument.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
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2nd
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duration: 1 min.
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: Divine
type: Spell
You summon a creature that has the monitor trait and whose level is 5 or lower to fight for you. The GM might determine your deity restricts the specific types of monitors you can summon in certain cases. For instance, Urgathoa typically doesn’t allow her followers to summon psychopomps.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
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2nd
1
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duration: 1 min.
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: Primal
type: Spell
You summon a creature that has the plant or fungus trait and whose level is –1 to fight for you.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Summon
Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in _Monster Core_ and similar books. Unless noted otherwise, the creature must be common, it gains the [summoned](/Traits.aspx?ID=154) trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like [_summon instrument_](/Spells.aspx?ID=721), work as explained in the spell.
##
**Spell Rank**
**Maximum Creature Level**
1st
–1
2nd
1
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duration: 1 min.
legacy_name: Animate Dead
range: 30
source: Player Core pg. 361
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You summon a creature that has the undead trait and whose level is –1 to fight for you.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Light
Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
area: 60-foot burst
element: Fire
range: 500
saving_throw: Reflex
source: Player Core pg. 361
spell_type: Spell
tradition: DivinePrimal
type: Spell
A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to all creatures in the area, plus an additional 8d10 vitality damage to undead creatures. Each creature in the area must attempt a Reflex save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes full damage and becomes blinded permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect.
Heightened (+1) The fire damage increases by 1d10, and the vitality damage against undead increases by 1d10.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Remove Paralysis
0
source: Player Core pg. 361
spell_type: Spell
target: 1 willing creature
tradition: DivineOccultPrimal
type: Spell
You free the target’s limbs from ailments that impede mobility. Attempt to counteract an effect of your choice imposing one of these conditions on the target: clumsy, grabbed, or paralyzed. If you didn’t counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed.
This spell can’t counteract or suppress curses, diseases, or conditions that are part of the target’s normal state.
An action with this trait requires a degree of mental concentration and discipline.
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.
deity: ErastilGorumIomedae
legacy_name: True Strike
patron_theme: Spinner of Threads
source: Player Core pg. 361
spell_type: Spell
tradition: ArcaneOccult
type: Spell
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
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.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 30-foot emanation
duration: 1 round
saving_throw: Will
source: Player Core pg. 362
spell_type: Spell
tradition: Occult
type: Spell
You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save.
Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned for 1 round.
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.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
element: Air
legacy_name: Longstrider
source: Player Core pg. 362
spell_type: Spell
tradition: ArcanePrimal
type: Spell
The wind at your back pushes you to find new horizons. You gain a +10-foot status bonus to your Speed.
Heightened (2nd) The duration increases to 8 hours.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
duration: 10 min.
0
saving_throw: Will
source: Player Core pg. 362
spell_type: Spell
target: 1 corpse
tradition: DivineOccult
type: Spell
You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body’s latent memories rather than summoning back the deceased’s spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.
Critical Success The target can lie or refuse to answer, and the target’s spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time. Success The target can provide false information or refuse to answer your questions. Failure The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell’s duration runs out before you can ask all your questions. Critical Failure As failure, but the target’s answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to Deception checks to deceive or mislead you.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
element: Wood
legacy_name: Tanglefoot
range: 30
saving_throw: AC
source: Player Core pg. 362
spell_type: Cantrip
target: 1 creature
tradition: ArcanePrimal
type: Spell
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.
Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition. Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty. Failure The target is unaffected.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
area: 40-foot burst
duration: 10 min.
element: Wood
range: 500
source: Player Core pg. 362
spell_type: Spell
tradition: ArcanePrimal
type: Spell
Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. Once per round, you can Sustain the spell to make a vine lash out from any square within the expanse of creepers. This vine has a 15- foot reach. Make a melee spell attack roll against the target; on a success, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
legacy_name: Mage Hand
range: 30
source: Player Core pg. 362
spell_type: Cantrip
target: 1 unattended object of Light bulk or less
tradition: ArcaneOccult
type: Spell
You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Nethys
duration: 1 min.
range: 120
source: Player Core pg. 362
spell_type: Spell
target: 1 unattended object of up to 80 Bulk with no dimension longer than 20 feet
tradition: ArcaneOccult
type: Spell
You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the spell, you can do so again, or you can shift your telekinetic focus to a different eligible target within range, moving it instead.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 60
source: Player Core pg. 363
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Reposition, Shove, or Trip the target using a spell attack roll instead of an Athletics check.
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
range: 30
saving_throw: AC
source: Player Core pg. 363
spell_type: Cantrip
target: 1 creature
tradition: ArcaneOccult
type: Spell
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target’s AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage. Success You deal full damage.
An action with this trait requires a degree of mental concentration and discipline.
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 10 min.
source: Player Core pg. 363
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate with only creatures that share a language with you.
Heightened (6th) You can communicate telepathically with creatures using shared mental imagery even if you don’t share a language; telepathy loses the linguistic trait.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
component: 10 minutes
range: 528000
source: Player Core pg. 363
spell_type: Spell
target: you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature
tradition: ArcaneOccult
type: Spell
You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location’s appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.
Heightened (7th) You and the other targets can travel to any location within 1,000 miles.
Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.
Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. If you have accurate knowledge of the location’s position and appearance, you arrive on the new planet 100 miles off target.
Heightened (10th) As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.
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.
An action with this trait requires a degree of mental concentration and discipline.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
legacy_name: Shocking Grasp
range: 120
saving_throw: basic Reflex
source: Player Core pg. 363
spell_type: Spell
target: 1 creature
tradition: ArcanePrimal
type: Spell
You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.
Heightened (+1) The damage increases by 1d12 electricity and 1d4 sonic.
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.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Poison
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
area: 20-foot burst
duration: 1 min.
legacy_name: Cloudkill
range: 120
saving_throw: basic Fortitude
source: Player Core pg. 363
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You conjure a poisonous fog. This functions as mist, except the area moves 10 feet away from you each round. A breathing creature that starts its turn in the area takes 6d8 poison damage with a basic Fortitude save. You can Dismiss the spell.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
legacy_name: Comprehend Language
range: 30
source: Player Core pg. 363
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
The target can understand the meaning of a single language it is hearing or reading when you Cast the Spell. This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.
Heightened (3rd) The target can also speak the language.
Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
deity: Desna
legacy_name: Dimension Door
range: 120
source: Player Core pg. 363
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You instantly transport yourself and any items you’re wearing and holding from your current space to an unoccupied space within range you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don’t need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are 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.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
duration: 1 min.
element: Wood
legacy_name: Fire Seeds
range: 60
source: Player Core pg. 364
spell_type: Spell
tradition: Primal
type: Spell
You cause a Small tree to instantly sprout in an unoccupied space on the ground. Four seedpods grow from the tree, each filled with the magic of a different one of the four seasons. A creature can Interact to pluck one of the pods, and can then either throw it up to 30 feet as part of the same action or do so with a separate Interact action later. When thrown, a pod explodes in a 5-foot burst, dealing 6d6 damage with a basic Reflex save against your spell DC. The damage type depends on the season of the pod: electricity for spring, fire for summer, poison for autumn, or cold for winter. When the spell ends, the tree withers away and any remaining pods rot, leaving behind non-magical seeds.
Heightened (+1) The burst’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.
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.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 60-foot emanation
duration: 1 round
source: Player Core pg. 372
spell_type: Cantrip
type: Spell
Your music sets a fast pace. You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.
An action with this trait requires a degree of mental concentration and discipline.
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.
Prediction
Effects with this trait determine what is likely to happen in the near future.
range: 60
source: Player Core pg. 364
spell_type: Spell
target: 4 creatures
tradition: ArcaneOccult
type: Spell
You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out that vision to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Revelation
Effects with this trait see things as they truly are.
duration: 10 min.
legacy_name: True Seeing
source: Player Core pg. 364
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion, morph, or polymorph effect in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature’s true form, but you don’t end the polymorph spell).
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
legacy_name: Tongues
0
source: Player Core pg. 364
spell_type: Spell
target: 1 creature
tradition: ArcaneDivineOccult
type: Spell
The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn’t know what language that is.
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
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.
Teleportation
Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.
component: 1 minute
deity: Zon-Kuthon
duration: 8 hrs.
legacy_name: Shadow Walk
0
source: Player Core pg. 364
spell_type: Spell
target: you and up to 10 willing creatures touched
tradition: ArcaneOccult
type: Spell
You move partially into the Netherworld, using its warped nature to speed your travels. Each hour, you cover roughly as much ground as you normally would in 3 days (page 438). The landmarks are vague and symbolic rather than concrete, leaving you within a mile of your intended destination when you Dismiss the spell or its duration ends.
An action with this trait requires a degree of mental concentration and discipline.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
0
saving_throw: Will
source: Player Core pg. 364
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is off-guard and can’t use reactions. It also can’t use move actions except to dance, using the Stride action to move up to half its Speed.
Critical Success The target is unaffected. Success The spell’s duration is 3 rounds, and the target must spend at least 1 action each turn dancing. Failure The spell’s duration is 1 minute, and the target must spend at least 2 actions each turn dancing. Critical Failure The spell’s duration is 1 minute, and the target must spend all its actions each turn dancing.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
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.
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.
duration: 1 min.
range: 120
saving_throw: Will
source: Player Core pg. 364
spell_type: Spell
target: up to 5 creatures
tradition: Occult
type: Spell
Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you Cast the Spell, and again the first time you Sustain the spell each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the spell.
Critical Success The target is unaffected, can’t be affected on subsequent rounds, and is temporarily immune for 1 minute. Success The target is unaffected this round, but it can be affected on subsequent rounds. Failure Roll 1d4 on the following table. Critical Failure Roll 1d4+1 on the following table.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 10 min.
legacy_name: Freedom of Movement
0
source: Player Core pg. 365
spell_type: Spell
target: 1 creature touched
tradition: ArcaneDivinePrimal
type: Spell
You repel hindrances that would affect a creature. While under this spell’s effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher rank than the unfettered movement spell.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
range: 30
source: Player Core pg. 365
spell_type: Spell
target: up to 10 creatures
tradition: Primal
type: Spell
You free those who travel alongside you from environmental hindrances. Targets don’t take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, and they ignore difficult terrain from such environmental properties.
Heightened (9th) The targets also ignore greater difficult terrain from environmental properties.
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.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Scrying
A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
area: 20-foot burst
range: 100
source: Player Core pg. 365
spell_type: Spell
target: 1 creature of object tracked and up to 5 other willing creatures
tradition: ArcaneOccult
type: Spell
This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it’s out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover.
The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn’t matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don’t see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person.
If the target to be tracked is willing, the duration is 1 hour. If they’re unwilling, the target must attempt a Will save.
Critical Success The creature or object is unaffected. Success As described, and the duration is 1 minute. Failure As described, and the duration is 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.
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.
Bard
This indicates abilities from the bard class.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 1 round
legacy_name: Inspire Competence
range: 60
source: Player Core pg. 372
spell_type: Cantrip
target: 1 ally
type: Spell
Your performance makes allies feel they can succeed at anything. This counts as having prepared to Aid your ally on a skill check of your choice. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed. The GM might rule that you can’t use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 30-foot cone
saving_throw: basic Fortitude
source: Player Core pg. 365
spell_type: Spell
tradition: ArcaneDivineOccult
type: Spell
You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 void damage to living creatures in the area with a basic Fortitude save.
You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
legacy_name: Vampiric Touch
0
saving_throw: basic Fortitude
source: Player Core pg. 365
spell_type: Spell
target: 1 living creature
tradition: ArcaneDivineOccult
type: Spell
Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 1 hrs.
legacy_name: Pass Without Trace
source: Player Core pg. 365
spell_type: Spell
tradition: Primal
type: Spell
You obscure the tracks you leave behind. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC.
Heightened (2nd) The duration increases to 8 hours.
Heightened (4th) The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-footemanation, affecting up to 10 creatures of your choice within that area.
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.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Polymorph
These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to [counteract](/Rules.aspx?ID=371) the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are [magical](/Traits.aspx?ID=103). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
duration: 5 min.
element: Air
legacy_name: Gaseous Form
0
source: Player Core pg. 365
spell_type: Spell
target: 1 willing creature
tradition: ArcaneOccultPrimal
type: Spell
The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, and it uses its proficiency modifier for unarmored defense. It gains resistance 8 to physical damage and is immune to precision damage. It can’t cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss 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.
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.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
component: 10 minutes
duration: 8 hrs.
legacy_name: Nondetection
0
source: Player Core pg. 366
spell_type: Spell
target: 1 creature or object
tradition: ArcaneOccultPrimal
type: Spell
You erect protective wards that make the target difficult to detect via magic. Veil of privacy attempts to counteract all detection, revelation, and scrying effects used against the target or the target’s gear throughout the duration, counting cantrips as 1st-rank spells for this purpose. Successfully counteracting a spell that targets an area or multiple targets negates the effects for only veil of privacy’s target.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
duration: 10 min.
school: illusion
source: Player Core pg. 366
spell_type: Spell
tradition: ArcaneDivineOccultPrimal
type: Spell
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell’s duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
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.
Subtle
A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.
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: 10-foot burst
duration: 1 min.
range: 120
saving_throw: Will
school: illusion
source: Player Core pg. 366
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it’s inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn’t need to attempt new saving throws.
Success The creature is unaffected. Failure The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute. Critical Failure The creature is blinded 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.
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.
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.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
deity: NorgorberPharasma
legacy_name: Phantasmal Killer
range: 120
saving_throw: Will
source: Player Core pg. 366
spell_type: Spell
target: 1 living creature
tradition: ArcaneOccult
type: Spell
You force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by this spell, its vision becomes reality and kills it instantly.
Critical Success The target is unaffected. Success The target takes half damage and is frightened 1. Failure The target takes full damage and is frightened 2. Critical Failure The target takes double damage, is frightened 4, and is fleeing for as long as it’s frightened.
An action with this trait requires a degree of mental concentration and discipline.
Healing
A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
component: 1 minute
source: Player Core pg. 366
spell_type: Spell
tradition: DivinePrimal
type: Spell
Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time.
Heightened (+1) The beacon restores one additional die of HP each time it heals, using the normal die size for that step.
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.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Vitality
Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to [undead](/Traits.aspx?ID=160), or manipulate vitality energy.
These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
legacy_name: Disrupt Undead
range: 30
saving_throw: Fortitude
source: Player Core pg. 366
spell_type: Cantrip
target: 1 creature that is undead or otherwise has void healing
tradition: DivinePrimal
type: Spell
You demolish the target’s corrupted essence with energy from Creation’s Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn.
A spell you can cast at will that is automatically heightened to half your level rounded up.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
legacy_name: Chill Touch
range: 30
saving_throw: Fortitude
source: Player Core pg. 366
spell_type: Cantrip
target: 1 living creature
tradition: ArcaneDivineOccult
type: Spell
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 5-foot radius, 80-foot-tall cylinder
element: Fire
range: 120
saving_throw: Reflex
source: Player Core pg. 366
spell_type: Spell
tradition: Primal
type: Spell
The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a –10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they’re encased, but they don’t take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.
Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is encased. Critical Failure The creature takes double damage and is encased.
Heightened (+1) The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6.
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
area: 40-foot emanation
legacy_name: Wail of the Banshee
saving_throw: Fortitude
source: Player Core pg. 367
spell_type: Spell
tradition: DivineOccult
type: Spell
You howl a lament of damned souls. Each living enemy in the area takes 8d10 void damage depending on its Fortitude save.
Critical Success The creature is unaffected. Success The creature takes full damage. Failure The creature takes full damage and is drained 1d4. Critical Failure The creature takes double damage and is drained 4.
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.
An action with this trait requires a degree of mental concentration and discipline.
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Sarenrae
duration: 1 min.
element: Fire
range: 120
source: Player Core pg. 367
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall’s area at the start of its turn takes 4d6 fire damage.
An action with this trait requires a degree of mental concentration and discipline.
Force
Effects with this trait deal force damage or create objects made of pure magical force.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
deity: Nethys
duration: 1 min.
range: 30
source: Player Core pg. 367
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it’s immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it’s made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).
Wall of force is immune to effects of its rank or lower that attempt to counteract it. The wall is automatically destroyed by a disintegrate spell of any rank.
Heightened (+2) The Hit Points of the wall increases by 20.
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
duration: 1 min.
element: Water
range: 120
source: Player Core pg. 367
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn’t have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.
Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it’s immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.
Heightened (+2) The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6.
An action with this trait requires a degree of mental concentration and discipline.
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don’t reach a cavern or some other air pocket within the plane’s solid matter. Creatures who can’t burrow are entombed in the plane’s substance and must attempt to dig their way toward an air pocket. Air creatures are ill at ease, as they rarely have the space to move freely through even the loftiest warrens.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
element: Earth
range: 120
source: Player Core pg. 367
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall’s path, placing each 5 feet of the wall on the border between squares. The wall doesn’t need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.
Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it’s immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.
Heightened (+2) The Hit Points of each section of the wall increase by 15.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Wood
Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.
These planes consist of trees and other flora latticed in organic patterns. Wood planes are often perfectly constructed to match their desired purpose or environment but aren’t usually outright hostile to visitors.
deity: ErastilZon-Kuthon
duration: 1 min.
element: Wood
range: 60
source: Player Core pg. 367
spell_type: Spell
tradition: ArcanePrimal
type: Spell
Over the course of a minute, you grow a wall of thorny brambles from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall’s spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall’s spaces, that creature takes 3d4 piercing damage.
Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It’s immune to critical hits and precision damage. A destroyed section can be moved through freely.
Heightened (+1) The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4.
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.
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
lesson: Lesson of Snow
range: 120
source: Player Core pg. 368
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects.
Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can’t pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don’t create physical objects pass through the wall with no penalty.
The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in vapor form, can’t pass through the wall.
A creature that attempts to fly through the wall using a move action must attempt a Fortitude save.
Critical Success The creature can move through the wall normally this turn. Success The flying creature can move through the wall this turn, but the wall is difficult terrain. Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. Critical Failure As failure, and the creature is pushed 10 feet away from the wall.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
deity: Nethys
range: 120
saving_throw: Will
source: Player Core pg. 368
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You scramble a creature’s mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind’s effects happen instantly, so dispel magic and other effects that counteract spells can’t counteract them. However, wish rituals and abilities that can remove non-magical effects can still counteract the effects.
Critical Success The target is unaffected. Success The target spends the first action on its next turn with the confused condition. Failure The target is confused for 1 minute. Critical Failure The target is confused permanently.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
component: 1 minute
duration: 1 hrs.
element: Water
range: 30
source: Player Core pg. 369
spell_type: Spell
target: up to 5 creatures
tradition: ArcaneDivinePrimal
type: Spell
The targets can breathe underwater.
Heightened (3rd) The duration is 8 hours.
Heightened (4th) The duration is until your next daily preparations.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.
duration: 10 min.
element: Water
0
source: Player Core pg. 369
spell_type: Spell
target: 1 creature
tradition: ArcaneDivinePrimal
type: Spell
The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn’t grant the ability to breathe underwater.
Heightened (4th) The spell’s range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 30-foot cone
legacy_name: Crushing Despair
saving_throw: Will
source: Player Core pg. 369
spell_type: Spell
tradition: ArcaneOccult
type: Spell
You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.
Critical Success The creature is unaffected. Success For 1 round, the creature can’t use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably. Failure As success, but the duration is 1 minute. Critical Failure As failure, and the creature is automatically slowed 1 for 1 minute.
Heightened (7th) The area increases to a 60-foot cone.
An action with this trait requires a degree of mental concentration and discipline.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 30-foot cone or 10-foot emanation
deity: Gorum
saving_throw: Reflex
source: Player Core pg. 369
spell_type: Spell
tradition: ArcanePrimal
type: Spell
You swing a weapon you’re holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you’d use its two-hand damage die.
Critical Success The creature is unaffected. Success The target takes half damage. Failure The target takes full damage. Critical Failure The target takes double damage and is subject to the weapon’s critical specialization 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.
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.
Cantrip
A spell you can cast at will that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
patron_theme: Wilding Steward
range: 30
saving_throw: Will
source: Player Core pg. 387
spell_type: Cantrip
target: 1 creature
type: Spell
Your patron’s majesty—or their displeasure—comes in a growl from your throat, making other creatures reluctant to harm you. The target must attempt a Will save; if the creature is an animal, fungus, or plant, it takes a –1 circumstance penalty to its save.
Critical Success The target is unaffected. Success When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll. Failure As success, but the target also becomes sickened 1 each time it damages you. Critical Failure As failure, but the sickened value is 2.
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creatures is increased by 5.
cost: fine ash, magically imbued pigments, and a gem in a marquise cut worth 100,000 gp in total
You weave the fabric of reality itself to grant the target’s greatest desire. The target declares their wish in a loud voice at the start of the ritual and again at the end. The target’s wish can be anything, ranging from simpler wishes such as vast riches or the casting of a certain spell or ritual, to greater wishes like the destruction of an entire kingdom or ascension to divinity. The GM might decide a wish draws the attention of deities or other powerful creatures, leading to interference with the ritual or attempts to undo the wish. The power of the ritual alters reality to such a degree that even deities can’t outright undo the wish, but they can react to the wish by sending servitors to take away the newly acquired riches, for example.
Critical Success The wish is granted without complication or drawbacks. Success The wish is granted, but with unintended consequences or side effects, such as taking riches from a well-known criminal, stirring a damaged kingdom to war, or angering rival gods. Failure The wish fails and has no result. The GM can instead have the wish be partially granted, but to such a lesser degree that the target will be eternally unsatisfied. Critical Failure The wish is corrupted, resulting in a cruel fulfillment. The GM determines the full results, but the outcome is generally ironic in some nature, such as becoming trapped in an underground vault full of riches, being transported to the kingdom as it’s destroyed, or achieving divinity within an inaccessible demiplane.
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.
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.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 400-foot burst
duration: 1 min.
element: Air
legacy_name: Storm of Vengeance
range: 800
source: Player Core pg. 369
spell_type: Spell
tradition: Primal
type: Spell
A massive storm cloud forms in the air above the area, spreading rain and gales. The wind imposes a –4 circumstance penalty to physical ranged attacks. The air in the area is greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain it on subsequent rounds, you can choose one of the following storm effects. You can’t choose the same effect twice in a row.
Blizzard The driving snow deals 4d8 cold damage to each creature in or below the storm with no save. Everything in or beneath the cloud is concealed by driving snow and any ground is difficult terrain.
Hail Each creature in or below the storm takes 4d10 bludgeoning damage with a basic Fortitude save.
Lightning Choose up to 10 creatures in or below the storm to be struck by lightning. Each of them takes 7d6 electricity damage with a basic Reflex save.
Tornado A roughly cylindrical whirlwind appears in or below the cloud in a 30-foot radius. Each creature in the whirlwind is thrown 40 feet upward.
Heightened (10th) The range increases to 2,000 feet and the cloud is a 1,000-foot burst.
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.
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
duration: 10 min.
range: 30
source: Player Core pg. 369
spell_type: Spell
target: up to 10 willing creatures
tradition: DivineOccult
type: Spell
You bypass your targets’ rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell’s effects on itself entirely.
Heightened (9th) The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3.