You rip the target apart. Their body is cut for deals 1d6 slashing damage, with a basic Fortitude save. If the target critically fails the save, it is gains Painful 1 (DC 15 flat check to end).
Manipulate Mental Traditionsdivine Cast [two-actions] somatic, verbal Range 60 feet; Targets 1 creature Defense Will
Your God breaks those whom you damn. When you cast this spell, you choose a target in range to make a Will saving throw with the effect determined below
Critical Success The target is unaffected. Success The creature becomes sickened 1. Failure The creature becomes sicked 1 and is blinded, defined, and restrained while sicked. Critical Failure The creature becomes sicked 2 and is blinded, defined, and restrained while sicked..
Heightened (+1) You can choose one additional target.
Cantrip Concentrate ManipulateVitality Traditionsdivine Mystery life Range touch; Targets 1 creature Defense basic Fortitude
You push life into something. Touch one target. If the target is living and succeeds, it takes 1d4 void damage. If it fails, it takes 1d4 vitality damage. If the target is undead, success results in 1d4 vitality damage. If it fails, it takes 1d4 void damage. Critical successes and critical failures double the received damage. The target must attempt a save and can not voluntarily fail this check.
Concentrate Manipulate Mental Traditions Divine, Occult targets two creatures Defense Will save Range 30 feet Duration 1 minute
You link the fates of two creatures together. Two creatures of your choice in range must attempt a saving throw.
Critical Success The creature is unaffected. Success The target takes half damage from all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage. Failure The target takes damage equal to all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage. Critical Failure The target takes damage equal to double all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
You open a small portal through the planes to pull a mote of concentrated darkness to assault your enemies. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes negative damage equal to 1d4 plus your spellcasting modifier (double damage on a critical hit).
Heightened (+1) The damage to creatures increases by 1d4.
You summon and swing a weapon made of divine force. Make a melee spell attack roll against your target’s AC. On a success, you deal 1d6 force damage plus your spellcasting ability modifier. On a critical success, the target takes double damage.
Through a combination of sight, sound, and magic, you strike up an epic performance around your self and any band you play with. This provides a +2 status bonus to any Performance checks you have to make for the duration of the spell.
Heightened (3rd) The status bonus is +4 and the duration increases by 10 minutes. Heightened (5th) The status bonus is +6 and the duration increases to 1 hour. Heightened (7th) The status bonus is +8 and the duration increases to five hours.
Heightened (9th) The status bonus is +10 and the duration increases to 1 day.
somatic, verbal Range touch; Targets 1 living creature Saving Throw Fortitude; Duration varies
You manipulate the small pieces of the creature that regulate it bones either making more or destroying the bones in a creature. When the creature is touched, the caster decides on a limb to grow a new bone in or a bond to destroy. The living creature must attempt a Fortitude save. Critical Success The living creature is unaffected. Success The living creature is unaffected or the level of clumsy is reduced by 1. Failure The creature becomes clumsy 1 or increases its value of clumsy by 1 and must make a save at the start of it’s next turn. Critical Failure The living creature becomes clumsy 2 or increases is value of clumsy by 2 and must make a save at the start of it’s next turn.
If a creature would become clumsy 4, the the spell is complete and the bone in the limb is destroyed or new bone grown. The creature completely loses use of that limb until the bone is destroyed or grown back. If an arm is lost, spell with somatic components can not be cast and weapons needing the arm can not be used. If the leg is lost, the creatures walking speed becomes zero if it has two legs or its loses a proportion of its speed if it has more than two legs.
Heightened (+1) The number of targets increases by 1.
We’ve got quen for 5e and Starfinder, so it’s time for Pathfinder 2e!
Aegis Spell 1
Abjuration Force
Traditions arcane, divine Cast
somatic, verbal Duration 1 minute
You surround yourself in a shimmering light of of protective force. This shield has 10 hit points and these hit points are lost first before any others. When the shield loses all it’s hit points, if the creature that hit you hit with a melee attack and is within five feet, it is blasted with a burst of light. The target must make a Fortitude saving throw or be blinded for one round.
Heightened (+1) The aegis hit points increases by increases by 5.