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
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.
The target’s hand and feet become wreathed in flame. You cause all the target’s melee unarmed attacks to deal an extra 2d4 fire damage on a hit. The target’s hands and feet shine like a torch out to 30 feet. These melee attacks will set flammable, unattended items on fire.