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Occult Spells - Print-5-180

The alarm spell allows you to ward an area for 8 hours. It alerts you mentally or with an audible alarm when creatures enter without speaking a password. Augury allows you to glimpse possible outcomes of an action up to 30 minutes in the future. Bane and bless are counteracting spells that impose status penalties or bonuses to attack rolls on enemies or allies within a 5-foot emanation. Blur makes a target appear blurry and concealed but does not allow hiding.
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0% found this document useful (0 votes)
229 views176 pages

Occult Spells - Print-5-180

The alarm spell allows you to ward an area for 8 hours. It alerts you mentally or with an audible alarm when creatures enter without speaking a password. Augury allows you to glimpse possible outcomes of an action up to 30 minutes in the future. Bane and bless are counteracting spells that impose status penalties or bonuses to attack rolls on enemies or allies within a 5-foot emanation. Blur makes a target appear blurry and concealed but does not allow hiding.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Occult

Alarm spell 1
Abjuration
Cast 10 minutes (material, somatic, verbal); Requirements 3
gp silver bell focus
Rangetouch; Area20-foot burst
Duration8 hours
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.
Occult
Augury spell 2
Divine Prediction
Cast10 minutes (material, somatic, verbal)
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 reveals the GM’s best guess among the following outcomes:
• WealThe results will be good.
• WoeThe results will be bad.
• Wealand Woe The results will be a mix of good and bad.
• NothingThere 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.
Occult
Bane spell 1
Enchantment Mental
Cast[two-actions] somatic, verbal
Area5-foot emanation; Targetsenemies in the area
Saving ThrowWill; Duration1 minute
You fill the minds of your enemies with doubt. Targets that fail
their Will saves 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.
Occult
Bless spell 1
Enchantment Mental
Cast[two-actions] somatic, verbal
Area5-foot emanation; Targetsyou and allies in the area
Duration1 minute
Blessings from beyond help your companions strike true. You
and your allies in the area gain a +1 status bonus to attack rolls.
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.
Occult
Blur spell 2
Iillusion Visual
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
Duration1 minute
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.
Occult
Calm Emotions spell 2
Emotion Enchantment Incapacitation Mental
Cast[two-actions] somatic, verbal
Range120 feet; Area10-foot burst
Saving ThrowWill; Durationsustained up to 1 minute
You forcibly calm creatures in the area, soothing them into a
nonviolent state; each creature must attempt a Will save.
Critical SuccessThe creature is unaffected.
Success Calming urges impose a –1 status penalty to the crea-
ture’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 emotions.
Critical FailureAs failure, but hostility doesn’t end the effect.
Occult
Charm spell 1
Emotion Enchantment Incapacitation Mental
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Saving ThrowWill; Duration1 hour
The target becomes friendly if it fails a Will save (with a +4 cir-
cumstance bonus if you or your allies have acted threatening or
hostile to it). Charm ends if you use hostile actions against the
target. You can Dismiss the spell. After the spell ends, the target
might not realize it was charmed (GM’s discretion).
Critical SuccessThe target is unaffected and aware you tried
to charm it.
Success The target is unaffected but thinks your spell was
something harmless, unless it identifies the spell.
Failure The target’s attitude becomes friendly toward you, or
helpful if already friendly. It can’t use hostile actions against you.
Critical FailureThe 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.
Occult
Chill Touch cantrip 1
Attack Cantrip Necromancy Negative
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 living or undead creature
Saving ThrowFortitude
Siphoning negative energy into yourself, your hand radiates a
pale darkness. Your touch weakens the living and disorients
undead, possibly even causing them to flee. The effect depends
on whether the target is living or undead.
• Living CreatureThe spell deals negative damage equal to
1d4 plus your spellcasting modifier. The target attempts a
basic Fortitude save, but is also enfeebled 1 for 1 round on
a critical failure.
• Undead CreatureThe target is flat-footed for 1 round on a
failed Fortitude save. On a critical failure, the target is also
fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The negative damage to living creatures in-
creases by 1d4.
Occult
Color Spray spell 1
Illusion Incapacitation Visual
Cast[two-actions] somatic, verbal
Area15-foot cone
Saving ThrowWill; Duration1 or more rounds (see below)
Swirling colors affect viewers based on their Will saves.
Critical SuccessThe creature is unaffected.
SuccessThe creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and
dazzled for 1 minute.
Critical FailureThe creature is stunned for 1 round and blinded
for 1 minute.
Occult
Command spell 1
Auditory Enchantment Linguistic Mental
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Saving ThrowWill; Durationuntil 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.
SuccessThe creature is unaffected.
FailureFor the first action on its next turn, the creature must use
a single action to do as you command.
Critical FailureThe target must use all its actions on its next turn
to obey your command.
Heightened (5th)You can target up to 10 creatures.
Occult
Comprehend Language spell 2
Divination
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Duration1 hour
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.
Occult
Continual Flame spell 2
Evocation Light
Cast[three-actions] material, somatic, verbal
Rangetouch; Targets1 object
Durationunlimited
A magical flame springs up from the object, as bright as a torch. It
doesn’t need oxygen, react to water, or generate heat.
Heightened (+1)The cost increases as follows: 16 gp for 3rd level;
30 gp for 4th, 60 gp for 5th, 120 gp for 6th, 270 gp for 7th, 540
gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th.
Occult
Dancing Lights cantrip 1
Cantrip Evocation Light
Cast[two-actions] somatic, verbal
Range120 feet; Area
Durationsustained
You create up to four floating lights, no two of which are more
than 10 feet apart. Each sheds light like a torch. When you Sustain
the Spell, you can move any number of lights up to 60 feet. Each
light must remain within 120 feet of you and within 10 feet of
all others, or it winks out.
Occult
Darkness spell 2
Darkness Evocation
Cast[three-actions] material, somatic, verbal
Range120 feet; Area20-foot burst
Duration1 minute
You create a shroud of darkness that prevents light from penetrat-
ing 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 level 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.
Occult
Darkvision spell 2
Divination
Cast[two-actions] somatic, verbal
Duration1 hour
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 the next time you make
your daily preparations.
Occult
Daze cantrip 1
Cantrip Enchantment Mental Nonlethal
Cast[two-actions] somatic, verbal
Range60 feet; Targets1 creature
Saving ThrowWill; Duration1 round
You cloud the target’s mind and daze it with a mental jolt. The jolt
deals mental damage equal to your spellcasting ability modifier;
the target must attempt a basic Will save. If the target critically
fails the save, it is also stunned 1.
Heightened (+2)The damage increases by 1d6.
Occult
Deafness spell 2
Necromancy
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Saving ThrowFortitude
The target loses hearing; it must attempt a Fortitude save. The
target is then temporarily immune for 1 minute.
Critical SuccessThe target is unaffected.
SuccessThe target is deafened for 1 round.
FailureThe target is deafened for 10 minutes.
Critical FailureThe target is deafened permanently.
Occult
Death Knell spell 2
Attack Death Necromancy
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 living creature that has 0 HP
Saving ThrowWill
You snuff the life out of a creature on the brink of death. The target
must attempt a Will save. If this kills it, you gain 10 temporary HP
and a +1 status bonus to attack and damage rolls for 10 minutes.
Critical SuccessThe target is unaffected.
SuccessThe target’s dying value increases by 1.
FailureThe target dies.
Occult
Detect Alignment spell 1
Uncommon Detection Divination
Cast[two-actions] somatic, verbal
Area30-foot emanation
Your eyes glow as you sense aligned auras. Choose chaotic, evil,
good, or lawful. You detect auras of that alignment. You receive
no information beyond presence or absence. You can choose not
to detect creatures or effects you’re aware have that alignment.
Only creatures of 6th level or higher—unless divine spellcasters,
undead, or beings from the Outer Sphere—have alignment auras.
Heightened (2nd) You learn each aura’s location and strength.
Occult
Detect Magic cantrip 1
Cantrip Detection Divination
Cast[two-actions] somatic, verbal
Area30-foot emanation
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
level than the level 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 school of magic for the highest-
level effect within range that the spell detects. If multiple
effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source
of the highest-level 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).
Occult
Dispel Magic spell 2
Abjuration
Cast[two-actions] somatic, verbal
Range120 feet; Targets1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a coun-
teract check against the target. If you succeed against a spell
effect, you counteract it. If you succeed against a magic item, the
item 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.
Occult
Disrupt Undead cantrip 1
Necromancy Positive
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 undead creature
Saving ThrowFortitude
You lance the target with energy. You deal 1d6 positive damage
plus your spellcasting ability modifier. The target must attempt
a basic Fortitude save. If the creature critically fails the save, it
is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
Occult
Faerie Fire spell 2
Evocation Light
Cast[two-actions] somatic, verbal
Range120 feet; Area10-foot burst
Duration5 minutes
All creatures in the area when you cast the spell are limned in
colorful, heatless fire of a color of your choice for the duration.
Visible creatures can’t be concealed while affected by faerie fire.
If the creatures are invisible, they are concealed while affected
by faerie fire, rather than being undetected.
Occult
False Life spell 2
Necromancy
Cast[two-actions] somatic, verbal
Duration8 hours
You create a reservoir of vitality from necromantic energy, gaining
a number of temporary Hit Points equal to 6 plus your spellcast-
ing ability modifier.
Heightened (+1)The temporary Hit Points increase by 3.
Occult
Fear spell 1
Emotion Enchantment Fear Mental
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Saving ThrowWill; Durationvaries
You plant fear in the target; it must attempt a Will save.
Critical SuccessThe target is unaffected.
SuccessThe target is frightened 1.
FailureThe target is frightened 2.
Critical FailureThe target is frightened 3 and fleeing for 1 round.
Heightened (3rd)You can target up to five creatures.
Occult
Floating Disk spell 1
CONJURATION Force
Cast[two-actions] somatic, verbal
Duration8 hours
A disk of magical force materializes adjacent to you. This disk is
2 feet in diameter and follows 5 feet behind you, floating just
above the ground. It holds up to 5 Bulk of objects (though they
must be able to fit and balance on its surface). Any objects atop
the disk fall to the ground when the spell ends.
The spell ends if a creature tries to ride atop the disk, if the disk
is overloaded, if anyone tries to lift or force the disk higher above
the ground, or if you move more than 30 feet away from the disk.
Occult
Forbidding Ward cantrip 1
Abjuration Cantrip
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 ally and 1 enemy
Durationsustained up to 1 minute
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.
Occult
Gentle Repose spell 2
Necromancy
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 corpse
Durationuntil the next time you make your daily preparations
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 gentle repose 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 material component
and a cost (embalming fluid worth 6 gp).
Occult
Ghost Sound cantrip 1
Auditory Cantrip Illusion
Cast[two-actions] somatic, verbal
Range30 feet; Area
Durationsustained
You create an auditory illusion of simple sounds that has a maxi-
mum 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.
Occult
Ghoulish Cravings spell 2
Attack Disease Evil Necromancy
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
Saving ThrowFortitude
You touch the target to afflict it with ghoul fever, infesting it with
hunger and a steadily decreasing connection to positive energy;
the target must attempt a Fortitude save.
Critical SuccessThe target is unaffected.
SuccessThe target is afflicted with ghoul fever at stage 1.
FailureThe target is afflicted with ghoul fever at stage 2.
Critical FailureThe target is afflicted with ghoul fever at stage 3.
Ghoul Fever(disease); Level3; Stage 1carrier with no ill effects
(1 day); Stage 23d8 negative damage and the creature regains
half as many Hit Points from all healing (1 day); Stage 3as stage
2 (1 day); Stage 43d8 negative damage and the creature gains
no benefit from healing (1 day); Stage 5as stage 4 (1 day); Stage
6the creature dies and rises as a ghoul at the next midnight
Occult
Grim Tendrils spell 1
Necromancy Negative
Cast[two-actions] somatic, verbal
Area30-foot line
Saving ThrowFortitude
Tendrils of darkness curl out from your fingertips and race through
the air. You deal 2d4 negative damage and 1 persistent bleed
damage to living creatures in the line. Each living creature in the
line must attempt a Fortitude save.
Critical SuccessThe creature is unaffected.
Success The creature takes half the negative damage and no
persistent bleed damage.
FailureThe creature takes full damage.
Critical FailureThe creature takes double negative damage and
double persistent bleed damage.
Heightened (+1)The negative damage increases by 2d4, and the
persistent bleed damage increases by 1.
Occult
Guidance cantrip 1
Cantrip Divination
Cast[one-action] verbal
Range30 feet; Targets1 creature
Durationuntil the start of your next turn
You ask for divine guidance, 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.
Occult
Hideous Laughter spell 2
Emotion Enchantment Mental
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 living creature
Saving ThrowWill; Durationsustained
The target is overtaken with uncontrollable laughter. It must
attempt a Will save.
Critical SuccessThe target is unaffected.
Success The target is plagued with uncontrollable laughter. It
can’t use reactions.
FailureThe target is slowed 1 and can’t use reactions.
Critical FailureThe target falls prone and can’t use actions or
reactions for 1 round. It then suffers the failure effects.
Occult
Humanoid Form spell 2
Polymorph Transmutation
Cast[two-actions] somatic, verbal
Duration10 minutes
You polymorph into a Small or Medium humanoid, such as a dwarf
or goblin, adding the humanoid trait (and any trait related to the
creature’s kind) to your other traits but not changing your statistics
or granting any special abilities of that form. If this reduces your
size, it reduces your reach accordingly (as the shrink spell) and
your gear 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 your new form (adding
your level even if untrained), but you can’t make yourself look
like a specific person. You must create a disguise to Impersonate
an individual, as if you had the same ancestry when determin-
ing the DC of your Deception check. You can Dismiss this spell.
Heightened (3rd) You gain darkvision or low-light vision if the
form you assume has that ability.
Heightened (5th) You can take on the appearance of a Large
humanoid. If this increases your size, you gain the effects of
the enlarge spell.
Occult
Illusory Creature spell 2
Auditory Illusion Visual
Cast[two-actions] somatic, verbal
Range500 feet
Durationsustained
You create an illusory image of a Large or smaller creature,
with appropriate sounds, smells, and feeling believable to
touch. The image can’t speak, but you can use your actions to
speak through the creature. The spell disguises your voice, but
Deception or Performance checks may be needed, especially to
imitate an individual. The illusory creature disappears if more
than 500 feet from you.
In combat, the illusion can use 2 actions per turn when you
Sustain the Spell, using your spell attack roll for attack rolls,
your spell DC for its AC, and your spell DC -10 for its saving throw
modifiers. It can flank other creatures. If the image is hit by an
attack or fails a save, the spell ends.
The illusion cannot directly affect the physical world except
attacking creatures and making them believe its attacks are real.
Its Strike deals mental damage equal to 1d4 plus your spellcasting
ability modifier and its Strikes are nonlethal. The target’s resist-
ances or weaknesses apply if the target thinks they should, but its
damage never deactivates regeneration or triggers other effects
requiring a specific damage type.
Illusory Creature (Continued) spell 2
Auditory Illusion Visual
Occult
Cast[two-actions] somatic, verbal
Range500 feet
Durationsustained
Creatures touching the image or using Seek to examine it can
attempt to disbelieve the illusion. A creature damaged by the
illusion can attempt a Perception check to disbelieve it as a
free action if the damage doesn’t correspond to the monster’s
appearance (GM’s discretion). 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).
Occult
Illusory Disguise spell 1
Illusion Visual
Cast[two-actions] somatic, verbal
Duration1 hour
You create an illusion disguising you as another creature (but not
a specific individual) of the same body shape, and with roughly
similar height (within 6 inches) and weight (within 50 pounds).
You can change the appearance of worn items but not held items;
worn items you remove return to their true appearance. Your
voice and scent do not change.
Casting illusory disguise counts as setting up a disguise, giving
you a +4 status bonus for the Impersonate use of Deception, add-
ing your level even if you’re untrained. You ignore circumstance
penalties for disguising yourself as a dissimilar creature. You
can Dismiss this spell.
Heightened (2nd)The spell also disguises your voice and scent,
and it gains the auditory trait.
Heightened (3rd)You can appear as any creature of the same size,
even a specific individual. You must have seen an individual to
take on their appearance. The spell also disguises your voice
and scent, and it gains the auditory trait.
Occult
Illusory Object spell 1
Illusion Visual
Cast[two-actions] somatic, verbal
Range500 feet; Area20-foot burst
Duration10 minutes
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 trait. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration
is unlimited.
Occult
Invisibility spell 2
Illusion
Cast[two-actions] material, somatic
Rangetouch; Targets1 creature
Duration10 minutes
Cloaked in illusion, the target becomes 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.
Occult
Item Façade spell 1
Illusion Visual
Cast[two-actions] somatic, verbal
Range touch; Targets 1 object no more than 10 feet by 10 feet
by 10 feet
Duration1 hour
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.
Heightened (2nd)The duration is 24 hours.
Heightened (3rd)The duration is unlimited.
Occult
Knock spell 2
Transmutation
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 door, lock, or container
Duration1 minute
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.
Knock counteracts lock.
Occult
Know Direction cantrip 1
Cantrip Detection Divination
Cast[two-actions] somatic, verbal
In your mind’s eye, you see a path northward. You immediately
know which direction is north (if it exists at your current location).
Heightened (7th)You can instead know the direction to a familiar
location, such as a previous home or a favorite tavern.
Occult
Light cantrip 1
Cantrip Evocation Light
Cast[two-actions] somatic, verbal
Range touch; Targets 1 unattended non-magical object of 1
Bulk or less
Durationuntil the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and
dim light for the next 20 feet) like a torch. If you cast this spell
again on a second object, the light spell on the first object ends.
Heightened (4th)The object sheds bright light in a 60-foot radius
(and dim light for the next 60 feet).
Occult
Lock spell 1
Abjuration
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 lock, or a door or container with a latch
Duration1 day
The target’s latch mechanism clinks shut, held fast by unseen
magical restraints. 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 increases to unlimited, but you
must expend 6 gp worth of gold dust as an additional cost.
Occult
Mage Armor spell 1
Abjuration
Cast[two-actions] somatic, verbal
Durationuntil the next time you make your daily preparations
You ward yourself with shimmering magical energy, gaining a
+1 item bonus to AC and a maximum Dexterity modifier of +5.
While wearing mage 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.
Occult
Mage Hand cantrip 1
Cantrip Evocation
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 unattended object of light Bulk or less
Durationsustained
You create a single magical hand, either invisible or ghostlike,
that grasps the target object and moves it slowly up to 20 feet.
Because you’re levitating the object, you can move it 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.
Occult
Magic Aura spell 1
Uncommon Illusion
Cast1 minute (material, somatic, verbal)
Rangetouch; Targets1 object of 3 bulk or less
Durationuntil the next time you make your daily preparations
You alter the appearance of an item’s magic aura. You can choose
to have the target’s aura appear as that of common magic item of
twice magic aura’s level or lower, or to have it register as being
under the effects of a spell of your choice of magic aura’s level
or lower. If the target is magical, you can instead choose to have
it appear as entirely non-magical.
A caster using detect magic or read aura of an equal or higher
spell level can attempt to disbelieve the illusion from magic aura.
Magic aura doesn’t mask the aura of spells that are 9th level or
higher or of items that are 19th level or higher.
Heightened (3rd)You can target a creature instead of an object.
When you do, you can either conceal the auras of all magic
items it has or have that creature’s aura appear as if it were
under the effect of a spell you know.
Occult
Magic Missile spell 1
Evocation Force
Cast[one-action] to [three-actions] (somatic, verbal)
Range120 feet; Targets1 creature
You send a dart of force streaking 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 missiles you shoot by one, to a maximum of three
missiles for 3 actions. You choose the target for each missile
individually. If you shoot more than one missile at the same target,
combine the damage before applying bonuses or penalties to
damage, resistances, weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with each
action you spend.
Occult
Magic Mouth spell 2
Auditory Illusion Visual
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature or object
Durationunlimited
You specify a trigger and a message up to 25 words long. When
the specified trigger occurs within 30 feet of the target, an illusory
mouth appears on the target and speaks the message, and the
magic mouth spell ends.
Occult
Magic Weapon spell 1
Transmutation
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 non-magical weapon that is unattended
or wielded by you or a willing ally
Duration1 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.
Occult
Mending spell 1
Transmutation
Cast10 minutes (somatic, verbal)
Rangetouch; Targetsnon-magical object of light Bulk or less
You repair the target item. You restore 5 Hit Points per spell level
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.
Occult
Message cantrip 1
Auditory Cantrip Illusion Linguistic Mental
Cast[one-action] verbal
Range120 feet; Targets1 creature
Durationsee 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.
Occult
Mindlink spell 1
Divination Mental
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 willing creature
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.
Occult
Mirror Image spell 2
Illusion Visual
Cast[two-actions] somatic, verbal
Duration1 minute
Three illusory images of you swirl about your space, potentially
causing those who attack you to hit one of the images instead
of you. Any attack that would hit you has a random chance of
hitting one of your images instead of you. If all three images
remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With
two images remaining, there is a 1 in 3 chance of hitting you (1–2
on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
Once an image is hit, it is destroyed. If an attack roll fails to hit
your AC but doesn’t critically fail, it destroys an image but has
no additional effect (even if the attack would normally have an
effect on a failure). If an attack roll is a critical success and would
hit one of the images, one of the images is destroyed and the
attack roll becomes a success against you. Once all the images
are destroyed, the spell ends.
Occult
Misdirection spell 2
Illusion
Cast1 minute (somatic, verbal)
Range30 feet; Targets2 creatures or objects
Durationuntil the next time you make your daily preparations
You reshape the magic aura of one creature or object to resemble
that of another. You designate one target as the primary target
and the other as the secondary target. Effects that would detect
auras on the primary target instead detect the same types of
auras from the secondary target. A creature reading the aura
can attempt to disbelieve the illusion. You can Dismiss the spell
from up to a mile away.
Occult
Paranoia spell 2
Illusion Mental
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Saving ThrowWill; Duration1 minute
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 SuccessThe target is unaffected.
SuccessThe 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.
FailureAs success, but the effect lasts 1 minute.
Critical FailureAs 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.
Occult
Phantom Pain spell 1
Illusion Mental Nonlethal
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Saving ThrowWill; Duration1 minute
Illusory pain wracks the target, dealing 2d4 mental damage and
1d4 persistent mental damage. The target must attempt a Will save.
Critical SuccessThe target is unaffected.
Success The target takes full initial damage but no persistent
damage, and the spell ends immediately.
FailureThe 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 FailureAs failure, but the target is sickened 2.
Heightened (+1)The damage increases by 2d4 and the persistent
damage by 1d4.
Occult
Phantom Steed spell 2
Conjuration
Cast10 minutes (somatic, verbal)
Range30 feet; Area
Duration8 hours
You conjure a Large, magical, equine creature that only you (or
another Medium or Small creature you choose) can ride. The
horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points,
and automatically fails all saves. If it’s reduced to 0 Hit Points, it
disappears and the spell ends. The steed has a Speed of 40 feet
and can hold its rider’s body weight, plus 20 Bulk.
Heightened (4th)The steed has a Speed of 60 feet, can walk on
water, and ignores areas of natural difficult terrain.
Heightened (5th)The steed has a Speed of 60 feet, can walk on
water, and ignores areas of natural difficult terrain. It can also
air walk but must end its turn on solid ground or fall.
Heightened (6th) The steed can walk or fly at a Speed of 80
feet, can walk on water, and ignores natural difficult terrain.
Occult
Prestidigitation cantrip 1
Cantrip Evocation Light
Cast[two-actions] somatic, verbal
Range10 feet; Targets1 object (cook, lift, or tidy only)
Durationsustained
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.
• CookCool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1
foot off the ground.
• MakeCreate 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 spell component.
• TidyColor, 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.
Occult
Protection spell 1
Uncommon Abjuration
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
Duration1 minute
You ward a creature against a specified alignment. Choose chaotic,
evil, good, or lawful when you cast this spell. The target gains a +1
status bonus to Armor Class and saving throws against creatures
and effects of the chosen alignment. This bonus increases to +3
against effects from such creatures that would directly control
the target and against attacks made by summoned creatures of
the chosen alignment.
This spell gains the trait that opposes the alignment you chose—
if you choose chaos, this spell gains the lawful trait, and vice versa;
if you choose evil, this spell gains the good trait, and vice versa.
Occult
Ray of Enfeeblement spell 1
Attack Necromancy
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
Saving ThrowFortitude; Duration1 minute
A ray with the power to sap a foe’s strength flashes from your hand.
Attempt a ranged spell attack against the target. If you succeed,
that creature attempts a Fortitude save in order to determine the
spell’s effect. If you critically succeed on your attack roll, use the
outcome for one degree of success worse than the result of its save.
Critical SuccessThe target is unaffected.
SuccessThe target becomes enfeebled 1.
FailureThe target becomes enfeebled 2.
Critical FailureThe target becomes enfeebled 3.
Occult
Read Aura cantrip 1
Cantrip Detection Divination
Cast1 minute (somatic, verbal)
Range30 feet; Targets1 object
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, and if it is, you learn the school of magic.
If the object is illusory, you detect this only if the effect’s level
is lower than the level of your read aura spell.
Heightened (3rd)You can target up to 10 objects.
Heightened (6th)You can target any number of objects.
Occult
Remove Fear spell 2
Enchantment
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
With a touch, you ease a creature’s fears. You can attempt to
counteract a single fear effect that the target suffers from. This
frees only the target, not any other creatures under the fear effect.
Heightened (6th)The spell’s range increases to 30 feet, and you
can target up to 10 creatures.
Occult
Remove Paralysis spell 2
Healing Necromancy
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
A surge of energy frees a paralyzed creature. You can attempt to
counteract a single effect imposing the paralyzed condition on
the target. This does not cure someone who is paralyzed from
some natural state or effect, such as paralysis caused by non-
magical wounds or toxins.
Heightened (6th)The spell’s range increases to 30 feet, and you
can target up to 10 creatures.
Occult
Resist Energy spell 2
Abjuration
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
Duration10 minutes
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.
Occult
Restoration spell 2
Healing Necromancy
Cast1 minute (somatic, verbal)
Rangetouch; Targets1 creature
When you cast restoration, you can reduce a condition or lessen
the effect of a toxin. A creature cannot benefit from restoration
more than once per day, nor more than once to reduce the stage
of the same exposure to a given toxin.
• Reduce a ConditionReduce the value of the target’s clumsy,
enfeebled, or stupefied condition by 2. You can instead reduce
two of the listed conditions by 1 each.
• Lessen a Toxin Reduce the stage of one toxin the target
suffers from by one stage. This can’t reduce the stage below
stage 1 or cure the affliction.
Heightened (4th)Add drained to the conditions you can reduce,
and you can reduce the stage of a toxin by 2. You also can
reduce a target’s doomed value by 1 (but not a permanent
doomed condition).
Heightened (6th)As the 4th-level restoration, but you can reduce
a permanent doomed condition if you add a spellcasting
action and a material component (100 gp of diamond dust)
while Casting the Spell.
Occult
Restore Senses spell 2
Healing Necromancy
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
You attempt to counteract a single effect imposing the blinded
or deafened conditions on the target, restoring its vision or hear-
ing. This can counteract both temporary magic and permanent
consequences of magic, but it doesn’t cure someone who does
not have the sense due to some natural state or effect, such as
from birth or from a non-magical wound or toxin.
Heightened (6th)The spell’s range increases to 30 feet, and you
can target up to 10 creatures. You can choose the effect to
counteract separately for each selected creature.
Occult
Sanctuary spell 1
Abjuration
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature
Duration1 minute
You ward a creature with protective energy that deters enemy
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.
SuccessThe creature can attempt its attack and any other attacks
against the target this turn.
FailureThe creature can’t attack the target and wastes the action.
It can’t attempt further attacks against the target this turn.
Critical FailureThe creature wastes the action and can’t attempt
to attack the target for the rest of the sanctuary’s duration.
Occult
See Invisibility spell 2
Divination Revelation
Cast[two-actions] somatic, verbal
Duration10 minutes
You can see invisible creatures and objects. They appear to you
as translucent shapes, and they are concealed to you.
Heightened (5th)The spell has a duration of 8 hours.
Occult
Shatter spell 2
Evocation Sonic
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 unattended object
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.
Occult
Sigil cantrip 1
Cantrip Transmutation
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 creature or object
Durationunlimited (see below)
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 level.
Heightened (3rd)The sigil instead fades after 1 month.
Heightened (5th)The sigil instead fades after 1 year.
Heightened (7th)The sigil never fades.
Occult
Silence spell 2
Illusion
Cast[two-actions] material, somatic
Rangetouch; Targets1 willing creature
Duration1 minute
The target makes no sound, preventing creatures from noticing
it using hearing or other senses alone. The target can’t use
sonic attacks, nor can it use actions with the auditory trait. This
prevents it from casting spells that include verbal components.
Heightened (4th) The spell effect emanates from the touched
creature, silencing all sound in or passing through a 10-foot
radius and preventing any auditory and sonic effects in the
affected area. While within the radius, 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).
Occult
Sleep spell 1
Enchantment Incapacitation Mental Sleep
Cast[two-actions] somatic, verbal
Range30 feet; Area5-foot burst
Saving ThrowWill
Each creature in the area becomes drowsy and might fall asleep. 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 SuccessThe 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 FailureThe creature falls unconscious. If it’s still uncon-
scious 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.
Occult
Soothe spell 1
Emotion Enchantment Healing Mental
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 willing living creature
Duration1 minute
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.
Occult
Sound Burst spell 2
Evocation Sonic
Cast[two-actions] somatic, verbal
Range30 feet; Area10-foot burst
Saving ThrowFortitude
A cacophonous noise blasts out, dealing 2d10 sonic damage.
Each creature must attempt a Fortitude save.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and is deafened for 1 round.
Critical FailureThe creature takes double damage and is deafened
and stunned 1 for 1 minute.
Heightened (+1)The damage increases by 1d10.
Occult
Spectral Hand spell 2
Necromancy
Cast[two-actions] somatic, verbal
Range120 feet; Area
Duration1 minute
You create a semicorporeal hand out of your essence that delivers
touch spells for you. Whenever you Cast a Spell with a range of
touch, you can have the hand crawl to a target within range along
the ground, touch it, and then crawl back to you. When making a
melee spell attack with the hand, you use your normal bonuses.
The hand can move as far as it needs to within range. The hand
has your AC and saves, but any damage to the hand destroys it
and causes you to take 1d6 damage.
Occult
Spirit Link spell 1
Healing Necromancy
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 willing creature
Duration10 minutes
You form a spiritual link with another creature when you Cast this
Spell and at the start of each of your turns. If the target is below
maximum Hit Points, it regains up to 2 Hit Points (or enough to
bring it to its maximum Hit Points, if less). You lose as many Hit
Points as the target regained.
This spiritual transfer ignores temporary hit points or effects
that would increase the Hit Points the target regains or decrease
the Hit Points you lose. Since this effect doesn’t involve positive
or negative 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.
Occult
Spiritual Weapon spell 2
Attack Evocation Force
Cast[two-actions] somatic, verbal
Range120 feet; Area
Durationsustained up to 1 minute
A ghostly version of your deity’s favored weapon made of force
appears next to a foe and makes a Strike against it. Each time
you Sustain the Spell, you can move the weapon to a new target
(if needed) and Strike with it. The spiritual weapon uses and
contributes to your multiple attack penalty.
The weapon’s Strikes are melee spell attacks. Regardless of its
appearance, the weapon 1d8 damage plus your spellcasting ability
modifier, either force or the type normally dealt by the weapon
(your choice). No statistics or traits of the weapon apply except
versatile; even ranged weapons attack adjacent creatures only.
Despite making a spell attack, the spiritual weapon is a weapon
for purposes of triggers, resistances, and so forth.
The weapon doesn’t take up space, grant flanking, or have
any other attributes a creature would. The weapon can’t make
any attack other than its Strike, and feats or spells that affect
weapons do not apply to it.
Heightened (+2)The weapon’s damage increases by 1d8.
Occult
Stabilize cantrip 1
Cantrip Healing Necromancy Positive
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 dying creature
Positive energy shuts death’s door. The target loses the dying
condition, though it remains unconscious at 0 Hit Points.
Occult
Status spell 2
Detection Divination
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 willing living creature
Duration1 day
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.
Occult
Summon Fey spell 1
Conjuration
Cast[three-actions] material, somatic, verbal
Range30 feet; Area
Durationsustained up to 1 minute
You summon a common creature with the fey trait and whose
level is -1. Heightening the spell increases the maximum level
of fey 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.
Occult
Telekinetic Maneuver spell 2
Attack Evocation Force
Cast[two-actions] somatic, verbal
Range60 feet; Targets1 creature
With a rush of telekinetic power, you move a foe or something
they carry. You can attempt to Disarm, Shove, or Trip the target
using a spell attack roll instead of an Athletics check.
Occult
Telekinetic Projectile cantrip 1
Attack Cantrip Evocation
Cast[two-actions] somatic, verbal
Range30 feet; Targets1 creature
You hurl a loose, unattended object that is within range and that
has 1 Bulk or less at the target. Make a ranged attack against
the target. If you hit, you deal bludgeoning, piercing, or slashing
damage—as appropriate for the object you hurled—equal to 1d6
plus your spellcasting ability modifier. No specific traits or magic
properties of the hurled item affect the attack or the damage.
Critical SuccessYou deal double damage.
SuccessYou deal full damage.
Heightened (+1)The damage increases by 1d6.
Occult
Touch of Idiocy spell 2
Enchantment Mental
Cast[two-actions] somatic, verbal
Rangetouch; Targets1 living creature
Saving ThrowWill; Duration1 minute
You dull the target’s mind; the target must attempt a Will save.
SuccessThe target is unaffected.
FailureThe target is stupefied 2.
Critical FailureThe target is stupefied 4.
Occult
True Strike spell 1
Divination Fortune
Cast[one-action] verbal
Durationuntil the end of your turn
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.
Occult
Undetectable Alignment spell 2
Uncommon Abjuration
Cast1 minute (material, somatic, verbal)
Rangetouch; Targets1 creature or object
Durationuntil the next time you make your daily preparations
You shroud a creature in wards that hide its alignment. The target
appears to be neutral to all effects that would detect its alignment.
Occult
Unseen Servant spell 1
Conjuration
Cast[three-actions] material, somatic, verbal
Range60 feet; Area
Durationsustained
You summon an unseen servant (statistics in Chapter 7 of the
Pathfinder Core Rulebook), which you can command as part of
Sustaining the Spell. It serves you until its Hit Points are reduced
to 0, at which point the spell ends, or until you stop Sustaining the
Spell. The unseen servant gains the summoned trait.
Occult
Ventriloquism spell 1
Auditory Illusion
Cast[two-actions] somatic, verbal
Duration10 minutes
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.

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