Cantrips (Heightened Level 6)

Ancient Dust
Cantrip 6 ◆◆
Uncommon Cantrip Necromancy Negative
Cast: Somatic, Verbal
Area: 15-foot cone
Saving Throw: Fortitude
You cough up a cloud of gray soil, echoing the dust of graves. Each creature in the area takes negative damage equal to your spellcasting modifier (2d6+4) and 3 persistent negative damage depending on its Fortitude save.
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 the persistent damage.
Heightened (+2): The initial negative damage increases by 1d6, and the persistent damage increases by 1.
Auto-heightened from 1st-rank (+5); values do not directly increase at 6th rank. (AP 186)
Message
Cantrip 6
Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle
Range / Targets: 500 feet; 1 creature
Duration: See below
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.
Auto-heightened from 1st-rank (+5); values do not directly increase at 6th rank. (PC1)
Haunting Hymn
Cantrip 6 ◆◆
Auditory Cantrip Concentrate Manipulate Sonic
Area: 15-foot cone
Saving Throw: Basic Fortitude
You echo a jarring hymn that only creatures in the area can hear. The hymn deals 3d8 sonic damage, with a basic Fortitude save. If a target critically fails the save, it's also deafened for 1 minute.
Heightened (+2): The damage increases by 1d8.
Auto-heightened from 1st-rank (+5); values do not directly increase at 6th-rank. (PC2)
Forbidding Ward
Cantrip 6 ◆◆
Cantrip Concentrate Manipulate
Range / Targets: 30 feet; 1 ally and 1 enemy
Duration: Sustained up to 1 minute
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +2 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.
Auto-heightened from 1st-rank (+5), gaining new benefits at 6th-rank. (PC1)

1st-Level Spells (Heightened Level 6)

Air Bubble
1
Air Concentrate
Trigger: A creature within range enters an environment where it can't breathe
Range / Targets: 60 feet; the triggering creature
Duration: 1 minute
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.
Auto-heightened from 1st-rank; values do not directly increase at 6th-rank. (PC1)
Bane
1 ◆◆
Concentrate Manipulate Mental Aura
Area: 10-foot emanation
Saving Throw: Will
Duration: 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 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.
PC1
Malediction
1 ◆◆
Aura Concentrate Manipulate Mental
Area: 10-foot emanation
Saving Throw: Will
Duration: 1 minute
You incite distress in the minds of your enemies, making it more difficult for them to defend themselves. Enemies in the area must succeed at a Will save or take a –1 status penalty to AC as long as they're 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 a saving throw. Malediction can counteract benediction.
LO: DM

2nd-Level Spells (Heightened Level 6)

Carrion Mire
2 ◆◆
Uncommon Conjuration Negative
Cast: Material, Somatic, Verbal
Range / Area: 30 feet; 15-foot burst
Saving Throw: Reflex
Duration: Sustained up to 1 minute
The ground opens into a seemingly endless mass of corpse limbs, grasping at all creatures within the area to drag them down. Creatures in the area when the spell is cast or beginning their turn in the area must succeed at a Reflex save or fall prone. When a creature in the spell's area would be healed by a vitality effect, the carrion mire attempts to counteract that effect, preventing that healing but not otherwise preventing the effect if it's counteracted.
WtD 4
Magic Weapon
2 ◆◆
Transmutation Legacy
Cast: Somatic, Verbal
Range / Targets: Touch; 1 weapon that is unattended or wielded by you or a willing ally
Duration: 1 minute
The weapon glimmers with magic and energy. 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.
CRB
Bless
2 ◆◆
Concentrate Manipulate Mental Aura
Area: 15-foot emanation
Duration: 1 minute
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.
PC1

3rd-Level Spells (Heightened Level 6)

Protection
3 ◆◆
Concentrate Manipulate
Range / Targets: Touch; 1 willing creature
Duration: 1 minute
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.
PC1
Far-Flung Fetch
3
Rare Manipulate Subtle Teleportation
Range / Target: 120 feet; 1 unattended object of light Bulk or less
You can pilfer an object even if it's outside the reach of your fingers. You teleport the target into one of your open hands. If you don't have a hand free, it falls to the ground at your feet.
Heightened (3rd): The range increases to 120 feet.
Heightened (5th): The range increases to 120 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th): As 5th rank, and when you Cast the Spell you can spend 3 actions instead of 1 to increase the range to planetary. If you do, you don't need line of sight to the target, but you must be extremely familiar with the target.
Auto-heightened from 2nd-rank (+1), gaining new benefits at 3rd-rank. (NPCC)
Sure Footing
3 ◆◆
Concentrate Healing Manipulate
Range / Targets: Touch; 1 willing creature
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.
Heightened (4th): Add immobilized, slowed, and restrained to the list of conditions.
Heightened (6th): Add petrified to the list of conditions.
Heightened (8th): Add stunned to the list of conditions.
PC1

4th-Level Spells (Heightened Level 6)

Fear
4 ◆◆
Concentrate Emotion Fear Manipulate Mental
Range / Targets: 30 feet; up to 5 creatures
Saving Throw: Will
Duration: Varies
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.
Auto-heightened from 1st-rank (+3); values do not directly increase at 4th-rank. (PC1)
Helpful Reload
4
Concentrate Manipulate
Trigger: One of your allies makes a ranged Strike with a weapon with a reload of 1 or less
Requirements: Your ally has more ammunition available
Range / Targets: 30 feet; the triggering creature
With a quick gesture, you reload your ally's weapon, allowing them to focus on fighting the enemy. You reload your ally's weapon and grant them a +1 status bonus to their next Strike with this weapon.
Heightened (4th): You reload your ally's weapon and grant them a +1 status bonus to their next Strike with this weapon.
Heightened (6th): You reload your ally's weapon with the ammunition of their choice from their inventory. Your ally gains a +1 status bonus to their next Strike with this weapon.
Heightened (8th): The spell no longer requires your ally to have appropriate ammunition available. You summon a single piece of common magical ammunition of 10th level or lower to reload your ally's weapon with. Your ally gains a +1 status bonus to their next Strike with this weapon.
Auto-heightened from 2nd-rank (+2), gaining new benefits at 4th-rank. (B!)
Cloak of Light
4 ◆◆
Concentrate Healing Light Manipulate Vitality
Duration: Sustained up to 1 minute
You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover 4d6 Hit Points. Undead creatures that begin their turn adjacent to you take 4d6 vitality damage (basic Fortitude save).
Heightened (+2): The healing increases by 2d6, and the damage to undead increases by 2d6.
LO: DM

5th-Level Spells (Heightened Level 7)

Divine Immolation
5 ◆◆
Concentrate Fire Manipulate Sanctified Spirit
Range / Area: 120 feet; 20-foot burst
Saving Throw: Reflex
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.
PC1
Command
5 ◆◆
Auditory Concentrate Linguistic Manipulate Mental
Range / Targets: 30 feet; up to 10 creatures
Saving Throw: Will
Duration: Until the end of the target's next turn
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.
Auto-heightened from 1st-rank (+4), gaining new benefits at 5th-rank. (PC1)
Drop Dead
5
Uncommon Illusion Manipulate Subtle Visual
Trigger: A creature within range is hit by an attack from an enemy
Range / Targets: 120 feet; 1 creature
Duration: Sustained up to 1 minute
The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd - for instance, a barbarian at full health appears to be slain by 2 damage - the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.
Heightened (7th): The spell doesn't end if the target uses a hostile action.
PC2

6th-Level Spells (Heightened Level 8)

Enervation
6 ◆◆
Necromancy Negative
Range / Area: 30-foot line
Saving Throw: Fortitude
Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save.

Critical Success: The creature is unaffected.

Success: The creature takes 3d8 persistent negative damage.

Failure: The creature takes 6d8 persistent negative damage and becomes drained 1.

Critical Failure: The creature takes 6d8 persistent negative damage and becomes drained 2 and doomed 1.

Heightened (+2): The persistent negative damage increases by 1d8 on a success, or by 2d8 on a failure or critical failure.
Auto-heightened from 4th-rank (+2), gaining new benefits at 6th-rank. (APG)
Agonizing Despair
6 ◆◆
Emotion Enchantment Fear Mental
Range / Targets: 60 feet; 1 creature
Saving Throw: Will
Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes 10d6 mental damage with a Will saving throw.

Critical Success: The target is unaffected.

Success: The target takes half damage and becomes frightened 1.

Failure: The target takes full damage and becomes frightened 2.

Critical Failure: The target takes double damage and becomes frightened 3.

Heightened (+1): Increase the damage by 2d6.
Auto-heightened from 3rd-rank (+3), gaining new benefits at 6th-rank. (APG)

Cleric Font Spells (Heightened Level 8)

Heal
6
◆ - ◆◆◆
Healing Manipulate Vitality
Range / Targets: Touch / 1 willing living creature or 1 undead creature
Duration: Varies
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 6d10 Hit Points. If the target is undead, it takes 6d10 vitality damage and must attempt a basic Fortitude save.

The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
  • Concentrate (1 action): The spell has a range of touch.
  • Concentrate (2 action): Range 30 feet, restores extra +60 HP to living creatures.
  • Concentrate (3 actions): 30-foot emanation, affects all living and undead in the area.
Heightened (+1): The healing or damage increases by 1d10, and the extra healing for the 2-action version increases by 8.
Auto-heightened from 1st-rank (+5); gains new benefits at 6th-rank. (PC1)