You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 Persistent Acid Damage.
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the Persistent Damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the Persistent Damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the Persistent Damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the Persistent Damage increases to 5, and the splash damage increases to 4.
You create a shell of acid around yourself that immediately bursts outward, dealing 2d6 acid damage to each creature in the area.
Heightened (+1) The damage increases by 2d6.
You make subtle changes to yourself to adapt to the situation. Choose one of the following options that applies to you.
A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage.
Critical Success The target takes double damage.
Success The target takes full damage.
Heightened (+1) The damage increases by 2d6.
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 Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.
You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn. The duration of this effect depends on the target's Will save. The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement.
Critical Success The spell has no effect.
Success The duration is 1 round.
Failure The duration is 2 rounds.
Critical Failure The duration is 4 rounds.
Heightened (+1) The damage increases by 2d8.
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.
A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes a –2 status penalty to checks made during its reactions until the end of your turn.
Failure As success, and the creature is pushed 5 feet away from you.
Critical Failure The creature is pushed 5 feet away from you and can't use reactions until the end of your turn.
Heightened (4th) Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet.
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 criteria for which creatures sound the alarm spell-for instance, orcs or masked people.
The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier.
Heightened (6th) You temporarily become an expert in the skill you choose.
You touch a creature and force them to see and feel the ancestors surrounding you. The target takes 1d4 mental damage, with results depending on a Will save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target is Frightened 1 and takes full damage.
Critical Failure The target is Frightened 2 and takes double damage.
Heightened (+1) The mental damage increases by 1d4.
You gain an angelic halo with an aura that increases allies' healing from the Heal spell. Allies in your halo's emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell's level.
You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.
Heightened (+1) The damage increases by 3d4
Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. 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.
You cause a length or section of Rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell.
Heightened (+2) The range increases by 50 feet, and you can animate 50 more feet of Rope.
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.
You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends.
Heightened (+2) The status bonus increases by 1, to a maximum of +4 at 7th level.
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.
Area 1 cubic foot
Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins.
The type of object you name can be as specific or general as you like-"dented copper coins" is as viable as "coins"-but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins
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.
You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute.
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 turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw.
Bane can counteract bless.
You sow seeds of confusion in your target's mind, causing their actions and thoughts to become clumsy.
Critical Success The target is unaffected.
Success The target is Clumsy 1 and Stupefied 1.
Failure The target is Clumsy 2 and Stupefied 2.
Critical Failure The target is Clumsy 3, Stupefied 3, and Confused.
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.
You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends.
When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).
Heightened (+1) The damage increases by 2d6.
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 turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.
You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes a -1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use mental effects to convince it to do something (such as a Suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.
Failure As success, but the penalty is -2.
Critical Failure The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.
You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe.
Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead.
The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes.
Heightened (5th) The status bonus increases to +2.
You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save.
If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.
Heightened (+1) The mental damage increases by 1d8.