How about we let everybody play in the magic pool….
Final system for ball lighting. Now for PF 2nd Ed!
Ball of Lightning SPELL 4
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet; Duration 1 minute
You summon a ball of crackling electricity that fires white hot bolts of electricity at your enemies. You create a 5-foot in diameter ball of electricity that once each round as an action fires a jolt of electricity at an enemy up to 60 feet away. Make a spell attack. If you hit, you deal 4d6 electricity damage and then make two more spell attacks at two separate targets within 60 feet of the second target. If you hit, you deal 4d6 electricity damage. For two more actions, you may make a second attack following rules of the first. Also, as an action, you may move the ball of lighting up to 60 feet.
Heightened (+1) The electricity damage increases by 1d6.
I like being able to heal without magic. Let’s help those alchemists who specialize in medicine!
I love rogues, and I want them to be the skill masters they were made to be. How about this feat?
Skill Savant FEAT 8
You pick up and learn skills at an amazing pace. You gain training in two skills, increase your skill level up one level to master in two skills, or gain training in one skill and increase your skill level one level up to master in a second skill.
Took a bit, but here is the Pathfinder 2nd Edition version of the item!
Grave Spike ITEM 10
Usage held in 1 hand; Bulk 1
This heavy cold iron spike contains some of the oldest necromancy in existence.
Activate [two-actions] Make a melee attack against an undead creature that is adjacent to a surface, either vertical or horizontal. You are considered trained with this attack and the spike counts as a finesse weapon. If a hit the creature, the target must make a DC 30 Fortitude save. On a failure, the creature is impaled against the surface. The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control. A creature may willingly removed the spike ending the effect against the original target. On a successful save, the creature just takes 1d6 piercing damage with no other effect.
Type greater; Level 10; Price 900 gp
Let’s make some people mad!
CALM EMOTIONS SPELL 2
Emotion Enchantment Incapacitation Mental
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range 120 feet; Area 10-foot burst
Saving Throw Will; Duration sustained up to 1 minute
You forcibly anger creatures in the area, enraging them into a violence; each creature must attempt a Will save.
Critical Success The creature is unaffected.
Success Calming urges impose a +1 status bonus to the creature’s attack rolls.
Failure Any emotion effects that would affect the creature are amplified and the creatures become hostile to all other creatures in the area.
If the target is subject to a calm emotions spell, it ceases this effect.
Critical Failure As failure, but other spells can end the effect.
Back to the grind!
Helper FEAT 1
You gain a +4 bonus to checks when you attempt an aid action to help another character.