Save FORT vs. SS DC
Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target’s Fortitude save.
Critical Success The target is unaffected.
Success The target takes 2 evil damage per spell level, and takes a –2 status penalty to saves against Abyssal plague for1 day or until the target contracts it, whichever comes first. Failure The target is afflicted with Abyssal plague at stage 1.
Critical Failure The target is afflicted with Abyssal plague at stage 2. Abyssal Plague (disease), Level 9. The target can’t recover from the drained condition from Abyssal plague until the disease is cured. Stage 1 drained 1 (1 day), Stage 2 drained increases by 2 (1 day)
The target’s skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin’s duration decreases by 1 minute.
Heightened (6th) The resistance increases to 10.
Heightened (8th) The resistance increases to 15.
Heightened (10th) The resistance increases to 20.
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 Hit Points each time it heals, using the same die size as the others for that step.
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can’t create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.
You conjure a plant or fungus to fight for you. This works like summon animal (page 375), except you summon a common creature that has the plant or fungus trait and whose level is –1.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.
A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.
Heightened (+1) The damage increases by 1d12.
You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. 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.
• 10 temporary Hit Points.
• Low-light vision.
• One or more attacks specific to the battle form you choose,
which are the only attacks you can use. 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 also gain specific abilities based on the form you choose:
• Ant Speed 30 feet, climb Speed 30 feet, Melee [one-action] mandibles, Damage 2d6 bludgeoning.
• Beetle Speed 25 feet, Melee
[one-action] mandibles , Damage 2d10 bludgeoning.
• Centipede Speed 25 feet, climb Speed 25 feet, darkvision, Melee [one-action] mandibles , Damage 1d8 piercing plus 1d4 persistent poison.
• Mantis Speed 40 feet, imprecise scent 30 feet, action] foreleg , Damage 2d8 bludgeoning.
• Scorpion Speed 40 feet, darkvision, imprecise tremorsense 60 feet, Melee [one-action] stinger, Damage 1d8 piercing plus 1d4 persistent poison, Melee [one-action] pincer (agile), Damage 1d6 bludgeoning.
• Spider darkvision, Melee [one-action] fangs , Damage 1d6 piercing plus 1d4 persistent poison, Melee [one-action] S p ee d 2 5 f eet, climb Speed 25 feet, Ranged [one-action] w e b ( ra n g e increment 20 feet), Damage entangles the target for 1 round.
Heightened (4th) Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the
spell is lost. 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 must have enough space to expand into or the
spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus
+2 and double damage dice (including persistent damage), and Athletics +20.
You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone oor. The sphere deals 3d6 fire damage to each creature in the square where it rst appears, each creature must attempt a basic Reflex save. On subsequent rounds, you can Sustain this Spell, leaving the sphere in its square or rolling it to another square within range and dealing 3d6 fire damage, each creature in its square must attempt a basic Reflex save.
Creatures that succeed at their save take no damage (instead of half).
Heightened (+1) The damage increases by 1d6.
Plants in the area entangle creatures. Each round a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it is entangled until it leaves the area, and on a critical failure, it is also immobile for 1 round. Creatures can attempt Acrobatics or Athletics checks at entangle’s DC to remove these effects.
You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.
You channel positive 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 positive 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.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (material, somatic, verbal) You disperse positive 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.
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 suffers the failure effects.
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 (usually with Identify Magic).
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 the next time you make your daily
preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
You sprinkle magical dust in the spell’s area, making those within easier to trick. Each creature in the area must attempt a Will save.
For each additional action you use Casting the Spell, the burst’s radius increases by 5 feet.
Success The creature is unaffected.
Failure The creature can’t use reactions and takes a –2 status
penalty to Perception checks and Will saves.
Critical Failure As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Heightened (+3) The initial radius increases by 5 feet.
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
suffers 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.
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.
You create a sticky web in the area that impedes creatures’ movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1
fire damage. A square has AC 5, and it automatically fails its saving throws.
Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web.
Critical Success The creature is unaffected, and it doesn’t
need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Success The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Failure The creature takes a –10-foot circumstance penalty to its Speeds until the
start of its next turn.
Critical Failure The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.
Heightened (4th) The spell’s area increases to a 20-foot burst, and its range increases to 60 feet.
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack 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.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
Critical Success The target takes double damage and takes a
–10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.
You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit.
On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.