Occult Spontaneous Spells
| Rank | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Slots / day | 3 | 3 | 3 | 2 |
| Remaining | 3 | 3 | 3 | 2 |
Cantrips
Figment◆◆ConcentrateIllusionManipulateSubtleYou create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words o…
You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.
Spell Effect: Figment
Forbidding Ward◆◆ConcentrateManipulateYou 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 s…
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.
Spell Effect: Forbidding Ward
Heightened (6th) The status bonus increases to +2.
Guidance◆ConcentrateYou ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw…
You ask for the guidance of supernatural entities, 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.
Spell Effect: Guidance
Effect: Guidance Immunity
Light◆◆ConcentrateLightManipulateYou create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you c…
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Spell Effect: Light
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
Shield◆ConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Spell Effect: Shield
Effect: Shield Immunity
Heightened (+2) The shield's Hardness increases by 5.
Rank 1 repertoire
Force Barrage◆–◆◆◆ConcentrateForceManipulateYou fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each addit…
You fire a shard of solidified magic 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 shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
Command◆◆AuditoryConcentrateLinguisticManipulateMentalYou 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), relea…
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 For the first action on its next turn, the creature must use a single action to do as you 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.
Runic Weapon◆◆ConcentrateManipulateThe weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon , gaining a +1 item bonus…
The weapon glimmers with magic as temporary runes carve down its length. 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.
Heightened (6th) The weapon is +2 greater striking.
Heightened (9th) The weapon is +3 major striking.
Spell Effect: Runic Weapon
Soothe◆◆SignatureConcentrateEmotionHealingManipulateMentalYou grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Sp…
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.
Spell Effect: Soothe
Heightened (+1) The amount of healing increases by 1d10+4.
Summon Fey◆◆◆SignatureConcentrateManipulateSummonYou summon a creature that has the fey trait and whose level is –1 to fight for you. Heightened As listed in the summon trait.
You summon a creature that has the fey trait and whose level is –1 to fight for you.
Heightened As listed in the summon trait.
Illusory Object◆◆ConcentrateIllusionManipulateVisualYou create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animat…
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 and olfactory traits. The duration increases to 1 hour.
Heightened (5th) As the 2nd-rank version, but the duration is unlimited.
Fear◆◆SignatureConcentrateEmotionFearManipulateMentalYou plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is Frightened 1. F…
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.
Rank 2 repertoire
Laughing Fit◆◆ConcentrateEmotionManipulateMentalThe target is overtaken with uncontrollable laughter. It must attempt a Will save. Critical Success The target is unaffected. Success The t…
The target is overtaken with uncontrollable laughter. It must attempt a Will save.
Critical Success The target is unaffected.
Success The target is plagued with uncontrollable laughter. It can't use reactions.
Failure The target is Slowed 1 and can't use reactions.
Critical Failure The target falls Prone and can't use actions or reactions for 1 round. It then takes the effects of a failure.
Inner Radiance Torrent2 to 2 roundsSignatureForceLightYou gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage…
You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness.
2 (somatic, verbal) The line is 60 feet long.
3 (material, somatic, verbal) The line is 120 feet long.
Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.
Heightened (+1) The initial damage, as well as the additional damage for the 2-round casting time, each increase by 2d4, and the damage to adjacent creatures dealt while in your shining state increases by 1.
Rank 3 repertoire
Slow◆◆ConcentrateManipulateYou dilate the flow of time around the target, slowing its actions. Critical Success The target is unaffected. Success The target is Slowed…
You dilate the flow of time around the target, slowing its actions.
Critical Success The target is unaffected.
Success The target is Slowed 1 for 1 round.
Failure The target is Slowed 1 for 1 minute.
Critical Failure The target is Slowed 2 for 1 minute.
Heightened (6th) You can target up to 10 creatures.
Haste◆◆ConcentrateManipulateMagic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Strid…
Magic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.
Spell Effect: Haste
Rank 4 repertoire
Translocate◆◆ConcentrateManipulateTeleportationYou instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied space within range you c…
You instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are then temporarily immune for 1 hour.