Area 60-foot emanation
Duration 1 round
Effect You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Area 60-foot emanation
Duration 1 round
Effect You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Area 60-foot emanation
Duration 1 round
Effect You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's rank to physical damage.
Area 60-foot emanation
Trigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.
Effect Roll a Performance check. You and allies in the area can use the better result between your Performance check and the saving throw.
Range 60 feet
Targets 1 creature
Defense basic Will
Duration 1 round
Effect The jolt deals 1d6 mental damage, with a basic Will save.
If the target critically fails the save, it is also stunned 1.
Area 15-foot cone
Defense basic Fortitude
Effect The hymn deals 1d8 sonic damage, with a basic Fortitude save.
If a target critically fails the save, it's also deafened for 1 minute.
Duration until the start of your next turn
Effect You gain +1 circumstance bonus to AC.
You can use the Shield Block reaction with 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. Using Shield Block ends the spell and you can't cast it again for 10 minutes.
Heightened (+2) +5 Hardness
Range 30 feet
Targets 1 creature
Defense AC
Effect You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll. If you hit, you deal 4d6 bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled.
Heightened (+1) +1d6 damage
Range touch
Targets 1 willing creature
Duration 1 minute
Effect The target gains a +1 status bonus to Armor Class and all saving throws.
Heightened (3rd) Also affects all your allies in a 10-foot emanation around the target.
Trigger You critically fail a saving throw against a foe's effect
Range 30 feet
Targets the triggering foe
Defense Will
Effect The foe must attempt a Will save.
Critical Success The creature is unaffected.
Success The creature is distracted by its amusement and takes a -1 status penalty on Perception checks and Will saves for 1 round.
Failure The creature is overcome by its amusement and is stupefied 1 for 1 round.
Critical Failure The creature is lost in its amusement and is stupefied 2 for 1 round and stunned 1.
Range 120 feet
Duration until your next daily preparations
Effect 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. You can attach the light to a willing 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.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
Duration until the end of your current turn
Effect 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.
Range 60 feet
Duration sustained
Effect You summon a phantasmal minion. The minion is roughly the shape of a humanoid. You can choose to have it be invisible or have an ephemeral appearance, but it's obviously a magical effect, not a real creature.
Range 120 feet
Targets 1 spell effect or unattended magic item
Effect You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 431). If you successfully counteract a magic item, it 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.
Range 30 feet
Area 10-foot burst
Defense basic Fortitude
Effect A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1.
Range 60 feet
Targets 1 creature
Effect With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Reposition, Shove, or Trip the target using a spell attack roll instead of an Athletics check.
Range 30 feet
Targets 1 creature
Duration 1 minute
Effect Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.
Range touch
Targets 1 unattended object or willing creature
Duration 5 minutes
Effect You defy gravity and levitate the target 5 feet off the ground. You can Sustain the spell to move the target up or down 10 feet. The target can move across the surface by climbing (on a wall) or crawling (on a ceiling).
A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn.
Area 30-foot emanation
Targets you and up to 5 willing creatures
Duration 10 minutes
Effect You and all targets are invisible except to each other as long as the targets remain within the emanation. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed.
Heightened (5th) The targets increase to you and up to 10 willing creatures. The duration increases to 1 hour.
Area 30 feet
Targets 1 creature
Defense AC
Effect You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s.
Critical Success The target takes double damage and 1d4 persistent fire damage.
Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.
Area 30 feet
Duration sustained
Effect 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.
Area 60 feet
Targets 1 creature
Effect You cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
Heightened (+1) The amount of temporary Hit Points granted increases by 1d4.
Duration 10 minutes
Effect You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit.
Heightened (2nd) The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak.
Heightened (4th) The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak.
Range 30 feet
Targets 1 willing creature
Duration 5 minutes
Effect The target and it's equipment grows to size Large. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage.
Heightened (4th) The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny).
Heightened (6th) Choose either the 2nd-rank or 4th-rank version of this spell and apply its effects to up to 10 willing creatures.
Effect Make a melee Strike.
This counts as two attacks when calculating your multiple attack penalty.
If this Strike hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.
Effect Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.
You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Requirements You have one hand free and your target is no more than one size larger than you.
Effect Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.
Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Failure If you already had the target grabbed or restrained using a Grapple, those conditions on the target end.
Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
Effect Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC.
If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check.
Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes
Frightened 2.
Success The target becomes Frightened 1.
Duration 1 minute
Effect Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you Cast a Spell, you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell.
Area 5-foot emanation or more
Targets each foe in the area
Defense Will
Duration 1 round
Effect You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. For each additional action you use when Casting the Spell, increase the emanation's radius by 5 feet.
Success The target is unaffected.
Failure The target is stupefied 2.
Critical Failure The target is confused.
Trigger An ally is about to use an action that requires a skill check or attack roll.
Requirements The ally accepts your aid, and you have prepared to help.
Effect To use this reaction, you must first prepare to help, usually by using an action during your turn. Traits depend on the type of aid.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks.
Success Grant +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
Success Grant +1 circumstance bonus to the triggering check.
Critical Failure The triggering check gets –1 circumstance penalty.
Requirements agile or finesse weapon or unarmed, ranged attack or Sap
Frequency once per round
Effect Choose a creature you can see and roll a d20, then decide on an attack stratagem or skill stratagem. Is a free action if the creature is connected to your investigation.
Attack Stratagem The first time you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll. You can use Intelligence as an attribute bonus.
Skill Stratagem You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.
Effect When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier to your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
Effect Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation).
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.
Effect You attempt to escape from being grabbed, immobilized, or restrained. Choose one source imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose.
Critical Success You get free. You can then Stride up to 5 feet.
Success You get free.
Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.
Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
Effect The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.
If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd (4th for expert, 6th for master and 10th for legendary) rank or lower, you automatically identify it (still roll for crit).
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.
Effect With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. Gestures or tricks have the manipulate trait, distracting words the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Those creatures gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Success You become hidden to each creature whose Perception DC is less than or equal to your result until the end of your turn. If you do anything except Step, Hide or Sneak, you become observed just before you act. If you Strike you become observed immediately after the attack.
Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Effect You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour (including the 10 minutes treating).
If you succeed at your check the target looses the wounded condition, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains.
Proficiency | DC | Success | Critical |
---|---|---|---|
Trained | 15 | 2d8 | 4d8 |
Expert* | 20 | 2d8+10 | 4d8+10 |
Master* | 30 | 2d8+30 | 4d8+30 |
Legendary* | 40 | 2d8+50 | 4d8+50 |
* optional
Critical Failure The target takes 1d8 damage.
Requirements You have at least one hand free. The target can't be more than one size larger than you.
Effect You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC.
Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.
Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item.
Critical Failure You lose your balance and become off-guard until the start of your next turn.
Requirements You have at least one hand free. Your target can't be more than one size larger than you.
Effect You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.
Critical Success The target falls, lands prone, and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance, fall, and land prone.
Effect You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
Requirements Your speed is at least 15 feet.
Effect You Stride, then attempt a DC 15 Athletics check to make a long jump in the direction you were Striding. If you didn’t Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.
Success You Leap up to a distance equal to your check result rounded down to the nearest 5 feet. You can’t jump farther than your land Speed.
Failure You Leap up to 10 feet horizontally, or up to 15 feet horizontally if your Speed is at least 30 feet.
Critical Failure You Leap up to 10 feet horizontally, or up to 15 feet horizontally if your Speed is at least 30 feet, then fall and land prone.
Effect You Stride, then attempt a DC 30 Athletics check to jump vertically. If you didn’t Stride at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success You Leap up to 8 feet vertically and 10 feet horizontally.
Success You Leap up to 5 feet vertically and 5 feet horizontally.
Failure You Leap up 3 feet vertically and 5 feet horizontally.
Critical Failure You fall prone in your space.
Effect If you’re looking for creatures, select a 30-foot cone or a 15-foot burst within line of sight. If you’re looking for objects, you search up to a 10-foot square adjacent to you.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area or the DC to detect each object in the area.
Imprecise senses or effects like invisibility might only make a creature hidden at best.
Critical Success An undetected or hidden creatures becomes observed by you. You learn the location of an object.
Success An undetected creature becomes hidden from you. A hidden creature becomes observed by you. You learn the location of an object or get a clue to its whereabouts.