TEXT: Devotee
  Spells
  Second Edition Spell Cards
  LGP416SSC06PF2
  
  Credits 
  Legal
  Editing and Development: Jason Nelson. 
   First printing September 2019.
  Design and Layout: Guthrie Ward. 
   Printed in USA.
  Artist: Dio Mahesa.
  Second Class Spell Cards: Devotee Spells © 2019, Legendary Games.
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  Second Edition Spell Cards: Devotee Spells © 2019, Legendary Games.
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte 
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  Devotee
  
  AnimAL Form 
  spell 2
  POLYMORPH TRANSMUTATION
  Cast  � somatic, verbal 
  Duration  1 minute
  You call upon primal energy to transform yourself into a Medium 
  animal battle form. When you first cast this spell, choose ape, 
  bear, bull, canine, cat, deer, frog, shark, or snake. You can decide 
  the specific type of animal (such as lion or snow leopard for cat), 
  but this has no effect on the form’s Size or statistics. While in 
  this form, you gain the animal trait. You can Dismiss the spell. 
  You gain the following statistics and abilities regardless of 
  which battle form you choose:
  •  AC = 16 + your level. Ignore your armor’s check penalty and 
  Speed reduction.
  •  5 temporary Hit Points.
  •  Low-light vision and imprecise scent 30 feet.
  •  One or more unarmed melee attacks specific to the battle 
  form you choose, which are the only attacks you can use. 
  You’re trained with them. Your attack modifier is +9, and 
  your damage bonus is +1. These attacks are Strength based 
  (for the purpose of the enfeebled condition, for example). If 
  your unarmed attack bonus is higher, you can use it instead.
  •  Athletics modifier of +9, unless your own modifier is higher.
  
  Devotee
  
  AnimAL Form (Continued) 
  spell 2
  POLYMORPH TRANSMUTATION
  Cast  � somatic, verbal 
  Duration  1 minute
  You also gain specific abilities based on the type of animal 
  you choose:
  • Ape  Speed 25 feet, climb Speed 20 feet;  Melee  � fist, 
   Damage  2d6 bludgeoning.
  • Bear  Speed 30 feet;  Melee  � jaws,  Damage  2d8 piercing; 
   Melee  � claw (agile),  Damage  1d8 slashing.
  • Bull  Speed 30 feet;  Melee  � horn,  Damage  2d8 piercing.
  • Canine  Speed 40 feet;  Melee  � jaws,  Damage  2d8 piercing.
  • Cat  Speed 40 feet;  Melee  � jaws,  Damage  2d6 piercing; 
   Melee  � claw (agile),  Damage  1d10 slashing.
  • Deer  Speed 50 feet;  Melee  � antler,  Damage  2d6 piercing.
  • Frog  Speed 25 feet, swim Speed 25 feet;  Melee  � jaws, 
   Damage  2d6 bludgeoning;  Melee  � tongue (reach 15 feet), 
   Damage  2d4 bludgeoning.
  • Shark  swim Speed 35 feet;  Melee  � jaws,  Damage  2d8 
  piercing; breathe underwater but not in air.
  • Snake  Speed 20 feet, climb Speed 20 feet, swim Speed 20 
  feet; Melee � fangs, Damage 2d4 piercing plus 1d6 poison.
  
  Devotee
  
  AnimAL Form (Continued) 
  spell 2
  POLYMORPH TRANSMUTATION
  Cast  � somatic, verbal 
  Duration  1 minute
  Heightened (3rd)  You instead gain 10 temporary HP, AC = 17 + your 
  level, attack modifier +14, damage bonus +5, and Athletics +14.
  Heightened (4th)  Your battle form is Large and your attacks have 
  10-foot reach. You must have enough space to expand into or the 
  spell is lost. You instead gain 15 temporary HP, AC = 18 + your 
  level, attack modifier +16, damage bonus +9, and Athletics +16.
  Heightened (5th)  Your battle form is Huge and your attacks have 
  15-foot reach. You must have enough space to expand into or 
  the spell is lost. You instead gain 20 temporary HP, AC = 18 + 
  your level, attack modifier +18, damage bonus +7 and double 
  the number of damage dice, and Athletics +20.
  
  Devotee
  
  BLink 
  spell 4
  CONjURATION TELEPORTATION
  Cast  � somatic, verbal 
  Duration  1 minute
  You blink quickly between the Material Plane and the Ethereal 
  Plane. You gain resistance 5 to all damage (except force). You can 
  Sustain the Spell to vanish and reappear 10 feet away in a random 
  direction determined by the GM; the movement doesn’t trigger 
  reactions. At the end of your turn, you vanish and reappear as above.
  Heightened (+2)  The resistance increases by 3.
  
  Devotee
  
  Burning HAnds 
  spell 1
  EVOCATION FIRE
  Cast  � somatic, verbal 
  Area  15-foot cone
  Saving Throw  basic Reflex
  Gouts of flame rush from your hands. You deal 2d6 fire damage 
  to creatures in the area.
  Heightened (+1)  The damage increases by 2d6.
  
  Devotee
  
  CHArm 
  spell 1
  EMOTION ENCHANTMENT INCAPACITATION MENTAL
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Saving Throw  Will; Duration  1 hour
  The target becomes friendly if it fails a Will save (with a +4 cir-
  cumstance bonus if you or your allies have acted threatening or 
  hostile to it). Charm ends if you use hostile actions against the 
  target. You can Dismiss the spell. After the spell ends, the target 
  might not realize it was charmed (GM’s discretion).
  Critical Success  The target is unaffected and aware you tried 
  to charm it.
  Success  The target is unaffected but thinks your spell was 
  something harmless, unless it identifies the spell.
  Failure  The target’s attitude becomes friendly toward you, or 
  helpful if already friendly. It can’t use hostile actions against you.
  Critical Failure  The target’s attitude becomes helpful toward you, 
  and it can’t use hostile actions against you.
  Heightened (4th)  The duration lasts until the next time you make 
  your daily preparations.
  Heightened (8th)  The duration lasts until the next time you make 
  your daily preparations, and you can target up to 10 creatures.
  
  Devotee
  
  CoLor sprAy 
  spell 1
  ILLuSIOn INCAPACITATION VISuAL
  Cast  � somatic, verbal 
  Area  15-foot cone
  Saving Throw  Will; Duration  1 or more rounds (see below)
  Swirling colors affect viewers based on their Will saves.
  Critical Success  The creature is unaffected.
  Success  The creature is dazzled for 1 round.
  Failure  The creature is stunned 1, blinded for 1 round, and 
  dazzled for 1 minute.
  Critical Failure  The creature is stunned for 1 round and blinded 
  for 1 minute.
  
  Devotee
  
  ControL WAter 
  spell 5
  EVOCATION WATER
  Cast  � somatic, verbal 
  Range  500 feet; Area  50 feet long by 50 feet wide
  By imposing your will upon the water, you can raise or lower the 
  level of water in the chosen area by 10 feet. Water creatures in 
  the area are subjected to the effects of slow.
  
  Devotee
  
  CreAtion 
  spell 4
  CONjURATION
  Cast  1 minute (material, somatic, verbal) 
  Range  0 feet
  Duration  1 hour
  You conjure a temporary object from eldritch energy. It must be 
  of vegetable matter (such as wood or paper) and 5 cubic feet or 
  smaller. It can’t rely on intricate artistry or complex moving parts, 
  never fulfills a cost or the like, and can’t be made of precious 
  materials or materials with a rarity of uncommon or higher. It is 
  obviously temporarily conjured, and thus can’t be sold or passed 
  off as a genuine item.
  Heightened (5th)  The item is metal and can include common 
  minerals, like feldspar or quartz.
  
  Devotee
  
  disintegrAte 
  spell6
  EVOCATION
  Cast  � somatic, verbal 
  Range  120 feet; Targets  1 creature or unattended object
  Saving Throw  Fortitude
  You fire a green ray at your target. Make a spell attack. You deal 
  12d10 damage, and the target must attempt a basic Fortitude 
  save. On a critical hit, treat the save result as one degree worse. A 
  creature reduced to 0 HP is reduced to fine powder; its gear remains.
  An object you hit is destroyed (no save), regardless of Hardness, 
  unless it’s an artifact or similarly hard to destroy. A single cast-
  ing can destroy no more than a 10-foot cube of matter. This 
  automatically destroys any force construct, such as a wall of force.
  Heightened (+1)  The damage increases by 2d10.
  
  Devotee
  
  disjunCtion 
  spell 9
  unCOMMOn AbjURATION
  Cast  � somatic, verbal 
  Range  120 feet; Targets  1 magic item
  Crackling energy disjoins the target. You attempt to counteract it. 
  If you succeed, it’s deactivated for 1 week. On a Critical Success , it’s 
  destroyed. If it’s an artifact or similar item, you automatically fail.
  
  Devotee
  
  dreAm messAge 
  spell 3
  ENCHANTMENT MENTAL
  Cast  10 minutes (somatic, verbal) 
  Range  planetary; Targets  1 creature you know by name and 
  have met in person
  Duration  1 day
  You send a message to your target’s dream. The message is one-
  way, up to 1 minute of speech (roughly 150 words). If the target 
  is asleep, they receive the message instantly. If not, they receive 
  it the next time they sleep. As soon as they receive it, the spell 
  ends, and you know the message was sent.
  Heightened (4th)  You can target up to 10 creatures you know by 
  name and have met in person. You must send the same message 
  to all of them; the spell ends for each creature individually.
  
  Devotee
  
  dreAming potentiAL 
  spell 5
  ENCHANTMENT MENTAL
  Cast  10 minutes (material, somatic, verbal) 
  Range  touch; Targets  1 willing sleeping creature
  Duration  8 hours
  You draw the target into a lucid dream where it can explore the 
  endless possibilities of its own potential within the everchanging 
  backdrop of its dreamscape. If it sleeps the full 8 hours uninter-
  rupted, when it wakes, it counts as having spent a day of downtime 
  retraining, though it can’t use dreaming potential for any retraining 
  that would require either an instructor or specialized knowledge 
  it can’t access within the dream.
  
  Devotee
  
  eArtHBind 
  spell 3
  TRANSMUTATION
  Cast  � somatic, verbal 
  Range  120 feet; Targets  1 flying creature
  Saving Throw  Fortitude; Duration  varies
  Using the weight of earth, you hamper a target’s flight, with effects 
  based on its Fortitude save. If the creature reaches the ground 
  safely, it doesn’t take falling damage.
  Critical Success  The target is unaffected.
  Success  The target falls safely up to 120 feet.
  Failure  The target falls safely up to 120 feet. If it hits the ground, 
  it can’t Fly, levitate, or otherwise leave the ground for 1 round.
  Critical Failure  The target falls safely up to 120 feet. If it hits the 
  ground, it can’t Fly, levitate, or otherwise leave the ground 
  for 1 minute.
  
  Devotee
  
  enLArge 
  spell 2
  POLYMORPH TRANSMUTATION
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 willing creature
  Duration  5 minutes
  Bolstered by magical power, the target grows to size Large. Its 
  equipment grows with it but returns to natural size if removed. 
  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. This spell has no effect on a Large or larger creature.
  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). 
  The spell has no effect on a Huge or larger creature.
  Heightened (6th)  As level 4, but you can target up to 10 creatures.
  
  Devotee
  
  entHrALL 
  spell 3
  AUDITORY ENCHANTMENT EMOTION
  Cast  � somatic, verbal 
  Range  120 feet; Targets  all creatures in range
  Saving Throw  Will; Duration  sustained
  Your words fascinate your targets. You speak or sing without 
  interruption throughout the casting and duration. Targets who 
  notice your speech or song might give their undivided atten-
  tion; each target must attempt a Will save. The GM might grant a 
  circumstance bonus (to a maximum of +4) if the target is of an 
  opposing religion, ancestry, or political leaning, or is otherwise 
  unlikely to agree with what you’re saying.
  Each creature that comes within range has to attempt a save 
  when you Sustain the Spell. If you’re speaking, enthrall gains 
  the linguistic trait.
  Critical Success  The target is unaffected and notices that you 
  tried to use magic.
  Success  The target needn’t pay attention but doesn’t notice 
  you tried to use magic (it might notice others are enthralled).
  Failure  The target is fascinated with you. It can attempt another Will 
  save if it witnesses actions or speech with which it disagrees. If 
  it succeeds, it’s no longer fascinated and is temporarily immune 
  for 1 hour. If the target is subject to a hostile act, or if another 
  creature succeeds at a Diplomacy or Intimidation check against 
  it, the fascination ends immediately.
  Critical Failure  As failure, but the target can’t attempt a save to 
  end the fascination if it disagrees with you.
  
  Devotee
  
  FALse LiFe 
  spell 2
  NECROMANCY
  Cast  � somatic, verbal 
  Duration  8 hours
  You create a reservoir of vitality from necromantic energy, gaining 
  a number of temporary Hit Points equal to 6 plus your spellcast-
  ing ability modifier.
  Heightened (+1)  The temporary Hit Points increase by 3.
  
  Devotee
  
  Fire sHieLd 
  spell 4
  EVOCATION FIRE
  Cast  � somatic, verbal 
  Duration  1 minute
  You wreathe yourself in ghostly flames, gaining cold resistance 5. 
  Additionally, adjacent creatures that hit you with a melee attack, 
  as well as creatures that touch you or hit you with an unarmed 
  attack, take 2d6 fire damage each time they do.
  Heightened (+2)  The cold resistance increases by 5, and the fire 
  damage increases by 1d6.
  
  Devotee
  
  FireBALL 
  spell 3
  EVOCATION FIRE
  Cast  � somatic, verbal 
  Range  500 feet; Area  20-foot burst
  Saving Throw  basic Reflex
  A roaring blast of fire appears at a spot you designate, dealing 
  6d6 fire damage.
  Heightened (+1)  The damage increases by 2d6.
  
  Devotee
  
  FLeet step 
  spell 1
  TRANSMUTATION
  Cast  � somatic, verbal 
  Duration  1 minute
  You gain a +30-foot status bonus to your Speed.
  
  Devotee
  
  gHostLy WeApon 
  spell 3
  TRANSMUTATION
  Cast  � somatic, verbal 
  Range  touch; Targets  1 non-magical weapon that is either unat-
  tended or wielded by you or a willing ally
  Duration  5 minutes
  The target weapon becomes translucent and ghostly, and it can 
  affect material and incorporeal creatures and objects. It can be 
  wielded by a corporeal or incorporeal creature and gains the 
  effects of the ghost touch property rune.
  
  Devotee
  
  goBLin pox 
  spell 1
  ATTACk DISEASE NECROMANCY
  Cast  � somatic, verbal 
  Range  touch; Targets  1 creature
  Saving Throw  Fortitude
  Your touch afflicts the target with goblin pox, an irritating allergenic 
  rash. The target must attempt a Fortitude save.
  Critical Success  The target is unaffected.
  Success  The target is sickened 1.
  Failure  The target is afflicted with goblin pox at stage 1.
  Critical Failure  The target is afflicted with goblin pox at stage 2.
  Goblin Pox  (disease);  Level  1. Goblins and goblin dogs are immune. 
   Stage 1  sickened 1 (1 round);  Stage 2  sickened 1 and slowed 
  1 (1 round);  Stage 3  sickened 1 and the creature can’t reduce 
  its sickened value below 1 (1 day)
  
  Devotee
  
  gust oF Wind 
  spell 1
  AIR EVOCATION
  Cast  � somatic, verbal 
  Area  60-foot line
  Duration  until the start of your next turn
  A violent wind issues forth from your palm, blowing from the point 
  where you are when you cast the spell to the line’s opposite end. 
  The wind extinguishes small non-magical fires, disperses fog and 
  mist, blows objects of light Bulk or less around, and pushes larger 
  objects. Large or smaller creatures in the area must attempt a 
  Fortitude save. Large or smaller creatures that later move into 
  the gust must attempt the save on entering.
  Critical Success  The creature is unaffected.
  Success  The creature can’t move against the wind.
  Failure  The creature is knocked prone. If it was flying, it suffers 
  the effects of critical failure instead.
  Critical Failure  The creature is pushed 30 feet in the wind’s 
  direction, knocked prone, and takes 2d6 bludgeoning damage.
  
  Devotee
  
  HALLuCinAtion 
  spell 5
  ILLuSIOn INCAPACITATION MENTAL
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Duration  1 hour
  The target consistently detects one thing as another, can’t detect 
  something that’s there, or detects something that’s not there, 
  though it doesn’t alter their beliefs. You choose which of these 
  effects applies, and you determine the specifics of the halluci-
  nation. For example, you could make the target see all elves as 
  humans, be unable to detect the presence of their brother, see 
  their beloved pocket watch on their person even when it isn’t, 
  or see a tower in the center of town.
  The target can attempt an initial Will save, with effects below. 
  They also receive a Will save to disbelieve the hallucination every 
  time they Seek or directly interact with the hallucination. For 
  example, the target could attempt to disbelieve the hallucination 
  each time they interacted with an elf, bumped into their brother 
  accidentally, tried to check their pocket watch, or studied the tower. 
  The target can attempt to disbelieve with a large circumstance 
  bonus in situations determined by the GM, such as if the target 
  attempted to climb the nonexistent tower.
  
  Devotee
  
  HALLuCinAtion (Continued) 
  spell 5
  ILLuSIOn INCAPACITATION MENTAL
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Duration  1 hour
  Critical Success  The creature is unaffected.
  Success  The creature perceives what you chose until it disbelieves, 
  but it knows what the hallucination is.
  Failure  The creature perceives what you chose until it disbelieves.
  Critical Failure  The creature perceives what you chose until it 
  disbelieves, and it trusts its false senses, taking a –4 circum-
  stance penalty to saves to disbelieve.
  Heightened (6th)  Choose to either target up to 10 creatures or 
  change the spell’s duration to until the next time you make 
  your daily preparations.
  Heightened (8th)  Choose to either target any number of creatures 
  or change the spell’s duration to unlimited.
  
  Devotee
  
  HAste 
  spell 3
  TRANSMUTATION
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Duration  1 minute
  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.
  
  Devotee
  
  iLLusory disguise 
  spell 1
  ILLuSIOn VISuAL
  Cast  � somatic, verbal 
  Duration  1 hour
  You create an illusion disguising yourself as another creature 
  (but not a specific individual) of the same body shape, and with 
  roughly similar height (within 6 inches) and weight (within 50 
  pounds). You can change the appearance of worn items but not 
  held items; worn items you remove return to their true appearance. 
  Your voice and scent do not change.
  Casting illusory disguise counts as setting up a disguise, giving 
  you a +4 status bonus for the Impersonate use of Deception, add-
  ing your level even if you’re untrained. You ignore circumstance 
  penalties for disguising yourself as a dissimilar creature. You 
  can Dismiss this spell.
  Heightened (2nd)  The spell also disguises your voice and scent, 
  and it gains the auditory trait.
  Heightened (3rd)  You can appear as any creature of the same size, 
  even a specific individual. You must have seen an individual to 
  take on their appearance. The spell also disguises your voice 
  and scent, and it gains the auditory trait.
  
  Devotee
  
  iLLusory oBjeCt 
  spell 1
  ILLuSIOn VISuAL
  Cast  � somatic, verbal 
  Range  500 feet; Area  20-foot burst
  Duration  10 minutes
  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 trait. The duration increases to 1 hour.
  Heightened (5th)  As the 2nd-level version, but the duration 
  is unlimited.
  
  Devotee
  
  invisiBiLity 
  spell 2
  ILLuSIOn
  Cast  � material, somatic 
  Range  touch; Targets  1 creature
  Duration  10 minutes
  Cloaked in illusion, the target becomes invisible. This makes it 
  undetected to all creatures, though the creatures can attempt to 
  find the target, making it hidden to them instead. If the target uses 
  a hostile action, the spell ends after that hostile action is completed.
  Heightened (4th)  The spell lasts 1 minute, but it doesn’t end if 
  the target uses a hostile action.
  
  Devotee
  
  jump 
  spell 1
  MOVE TRANSMUTATION
  Cast  � somatic 
  Your legs surge with strength, ready to leap high and far. You 
  jump 30 feet in any direction without touching the ground. You 
  must land on a space of solid ground within 30 feet of you, or 
  else you fall after using your next action.
  Heightened (3rd)  The range becomes touch, the target changes 
  to one touched creature, and the duration becomes 1 minute, 
  allowing the target to jump as described whenever it takes 
  the Leap action.
  
  Devotee
  
  LevitAte 
  spell 3
  EVOCATION
  Cast  � somatic, verbal 
  Range  touch; Targets  1 unattended object or willing creature
  Duration  5 minutes
  You defy gravity and levitate the target 5 feet off the ground. For 
  the duration of the spell, you can move the target up or down 
  10 feet with a single action, which has the concentrate trait. 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. If the target is adjacent to a fixed object or terrain of 
  suitable stability, it can move across the surface by climbing (if 
  the surface is vertical, like a wall) or crawling (if the surface is 
  horizontal, such as a ceiling). The GM determines which surfaces 
  can be climbed or crawled across.
  
  Devotee
  
  LigHtning BoLt 
  spell 3
  ELECTRICITY EVOCATION
  Cast  � somatic, verbal 
  Area  120-foot line
  Saving Throw  basic Reflex
  A bolt of lightning strikes outward from your hand, dealing 4d12 
  electricity damage.
  Heightened (+1)  The damage increases by 1d12.
  
  Devotee
  
  mAgiC FAng 
  spell 1
  TRANSMUTATION
  Cast  � somatic, verbal 
  Range  touch; Targets  1 willing ally
  Duration  1 minute
  Choose one of the target’s unarmed attacks that deal one damage 
  die. You cause that unarmed attack to shine with primal energy. 
  The unarmed attack becomes a +1 striking unarmed attack, gain-
  ing a +1 item bonus to attack rolls and increasing the number 
  of damage dice to two.
  
  Devotee
  
  mAgiC missiLe 
  spell 1
  EVOCATION FORCE
  Cast  � to � (somatic, verbal) 
  Range  120 feet; Targets  1 creature
  You send a dart of force streaking 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 missiles you shoot by one, to a maximum of three 
  missiles for 3 actions. You choose the target for each missile 
  individually. If you shoot more than one missile at the same target, 
  combine the damage before applying bonuses or penalties to 
  damage, resistances, weaknesses, and so forth.
  Heightened (+2)  You shoot one additional missile with each 
  action you spend.
  
  Devotee
  
  mAgiC moutH 
  spell 2
  AUDITORY ILLuSIOn VISuAL
  Cast  � somatic, verbal 
  Range  touch; Targets  1 creature or object
  Duration  unlimited
  You specify a trigger (described on page 305) and a message up 
  to 25 words long. When the specified trigger occurs within 30 feet 
  of the target, an illusory mouth appears on the target and speaks 
  the message, and the magic mouth spell ends.
  
  Devotee
  
  mAgniFiCent mAnsion 
  spell 7
  unCOMMOn CONjURATION ExTRADIMENSIONAL
  Cast  1 minute (material, somatic, verbal) 
  Range  30 feet
  Duration  24 hours
  You conjure an extradimensional demiplane consisting of a spa-
  cious dwelling with a single entrance. The entrance connects to 
  the plane where you Cast the Spell, appearing anywhere within 
  the spell’s range as a faint, shimmering, vertical rectangle 5 feet 
  wide and 10 feet high. You designate who can enter when you 
  cast the spell. Once inside, you can shut the entrance, making it 
  invisible. You and the creatures you designated can reopen the 
  door at will, just like opening a physical door.
  Inside, the demiplane appears to be a mansion featuring a 
  magnificent foyer and numerous opulent chambers. The man-
  sion can have any floor plan you imagine as you Cast the Spell, 
  provided it fits within a space 40 feet wide, 40 feet deep, and 30 
  feet tall. While the entrance to the mansion is closed, effects from 
  outside the mansion fail to penetrate it, and vice versa, except 
  for plane shift, which can be used to enter the mansion. You can 
  use scrying magic and similar effects to observe the outside only 
  if they’re capable of crossing planes.
  A staff of up to 24 servants attends to anyone within the man-
  sion. These are like the servant created by the unseen servant 
  spell, though they’re visible, with an appearance you determine 
  during casting. The mansion is stocked with enough food to serve 
  a nine-course banquet to 150 people.
  
  Devotee
  
  mAsk oF terror 
  spell 7
  EMOTION FEAR ILLuSIOn MENTAL VISuAL
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Duration  1 minute
  The target appears to be a gruesome and terrifying creature. The 
  effect is unique to each observer, so a human viewing the target 
  might see a demon with bloody fangs, but a demon observing 
  the target might see a glowing angelic visage.
  When any creature attempts a hostile action against the target, 
  the creature must attempt a Will save. It is then temporarily im-
  mune until the end of its next turn.
  Success  The creature is unaffected.
  Failure  The creature becomes frightened 2 before using its action.
  Critical Failure  The creature becomes frightened 2, and its action 
  fails and is wasted.
  Heightened (8th)  You can target up to 5 creatures. If a creature 
  uses a hostile action or reaction that affects multiple targets 
  simultaneously, it needs to attempt only one save against 
  mask of terror.
  
  Devotee
  
  mAze 
  spell 8
  CONjURATION ExTRADIMENSIONAL
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Duration  sustained
  You transport the target into an extradimensional maze of eldritch 
  origin and trap it there. Once each turn, the target can spend 1 
  action to attempt a Survival check or Perception check against your 
  spell DC to escape the maze. The possible outcomes are as follows.
  Critical Success  The target escapes and the spell ends.
  Success  The target is on the right path to the exit. If the target was 
  already on the right path, it escapes the maze and the spell ends.
  Failure  The target makes no progress toward escape.
  Critical Failure  The target makes no progress toward escape, and 
  if it was on the right path, it no longer is.
  Teleportation magic doesn’t help the creature escape unless 
  the magic can transport across planes, such as plane shift. When 
  the spell ends, either because the target escaped or the duration 
  ran out, the target returns to the space it occupied when it was 
  banished, or to the nearest space if the original is now filled.
  
  Devotee
  
  mindLink 
  spell 1
  DIVINATION MENTAL
  Cast  � somatic, verbal 
  Range  touch; Targets  1 willing creature
  You link your mind to the target’s mind and mentally impart to 
  that target an amount of information in an instant that could 
  otherwise be communicated in 10 minutes.
  
  Devotee
  
  misLeAd 
  spell 6
  ILLuSIOn
  Cast  � somatic, verbal 
  Duration  sustained up to 1 minute
  You turn yourself invisible and create an illusory duplicate of 
  yourself. When you Sustain the Spell, you can mentally dictate 
  a course of action for your duplicate to follow that round. Your 
  duplicate acts as though it had your full number of actions, 
  though it can’t actually affect anything in the environment. Both 
  the duplicate and your invisibility persist for the spell’s duration. 
  Performing a hostile action doesn’t end mislead’s invisibility, just 
  like a 4th-level invisibility spell. A creature that determines the 
  duplicate is an illusion doesn’t necessarily know you’re invisible, 
  and one that can see your invisible form doesn’t necessarily know 
  your duplicate is an illusion.
  If you Cast a Spell, attack, or otherwise interact with another 
  creature, as a part of that action you can attempt a Deception 
  check against observers’ Perception DCs to convince them your 
  duplicate used that action. This doesn’t fool anyone who’s aware 
  your duplicate is an illusion, nor does it work if the attack obvi-
  ously couldn’t have come from the duplicate. For instance, if you 
  fired a ray, you could make it look like it came from the duplicate 
  as long as the duplicate was positioned appropriately, but if you 
  attacked with a sword and your duplicate was across the room 
  from the target, your Deception check would automatically fail.
  
  Devotee
  
  nigHtmAre 
  spell 4
  ILLuSIOn MENTAL
  Cast  10 minutes (material, somatic, verbal) 
  Range  planetary; Targets  1 creature you know by name
  Saving Throw  Will; Duration  1 day
  You send disturbing nightmares to your target. The next time the 
  target falls asleep, it must attempt a Will save. If you know the 
  target only by name and have never met them, the target gets a 
  +4 circumstance bonus to the Will save.
  Critical Success  The target suffers no adverse effects and is 
  temporarily immune for 1 week.
  Success  The target experiences the nightmares but suffers no 
  adverse effects other than unpleasant memories.
  Failure  The target experiences the nightmares and awakens 
  fatigued.
  Critical Failure  The target experiences the nightmares, awakens 
  fatigued, and is drained 2 until it is no longer fatigued.
  
  Devotee
  
  pHAntAsmAL kiLLer 
  spell 4
  DEATH EMOTION FEAR ILLuSIOn MENTAL
  Cast  � somatic, verbal 
  Range  120 feet; Targets  1 living creature
  Saving Throw  Will
  You create a phantasmal image of the most fearsome creature 
  imaginable to the target. Only the spell’s target can see the killer, 
  though you can see the vague shape of the illusion as it races 
  forth to attack. The effect of the killer is based on the outcome 
  of the target’s Will save.
  Critical Success  The target is unaffected.
  Success  The target takes 4d6 mental damage and is frightened 1.
  Failure  The target takes 8d6 mental damage and is frightened 2.
  Critical Failure  The target is so afraid it might die. It must attempt 
  a Fortitude save; if the target fails, it dies. On a successful 
  Fortitude save, the target takes 12d6 mental damage, is fleeing 
  until the end of its next turn, and is frightened 4. This effect 
  has the incapacitation trait.
  Heightened (+1)  The damage increases by 2d6 on a failure and 
  by 3d6 on a critical failure.
  
  Devotee
  
  pHAntom pAin 
  spell 1
  ILLuSIOn MENTAL NONLETHAL
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Saving Throw  Will; Duration  1 minute
  Illusory pain wracks the target, dealing 2d4 mental damage and 
  1d4 persistent mental damage. The target must attempt a Will save.
  Critical Success  The target is unaffected.
  Success  The target takes full initial damage but no persistent 
  damage, and the spell ends immediately.
  Failure  The target takes full initial and persistent damage, and the 
  target is sickened 1. If the target recovers from being sickened, 
  the persistent damage ends and the spell ends.
  Critical Failure  As failure, but the target is sickened 2.
  Heightened (+1)  The damage increases by 2d4 and the persistent 
  damage by 1d4.
  
  Devotee
  
  prying eye 
  spell 5
  DIVINATION SCRYING
  Cast  1 minute (material, somatic, verbal) 
  Range  see text
  Duration  sustained
  You create an invisible, floating eye, 1 inch in diameter, at a 
  location you can see within 500 feet. It sees in all directions 
  with your normal visual senses and continuously transmits 
  what it sees to you.
  The first time you Sustain the Spell each round, you can either 
  move the eye up to 30 feet, seeing only things in front of the eye, 
  or move it up to 10 feet, seeing everything in all directions around 
  it. There is no limit to how far from you the eye can move, but 
  the spell ends immediately if you and the eye ever cease to be 
  on the same plane of existence. You can attempt Seek actions 
  through the eye if you want to attempt Perception checks with 
  it. Any damage dealt to the eye destroys it and ends the spell.
  
  Devotee
  
  see invisiBiLity 
  spell 2
  DIVINATION REVELATION
  Cast  � somatic, verbal 
  Duration  10 minutes
  You can see invisible creatures and objects. They appear to you 
  as translucent shapes, and they are concealed to you.
  Heightened (5th)  The spell has a duration of 8 hours.
  
  Devotee
  
  sHAdoW WALk 
  spell 5
  unCOMMOn CONjURATION SHADOW TELEPORTATION
  Cast  1 minute (material, somatic, verbal) 
  Range  touch; Targets  you and up to 9 willing creatures touched
  Duration  8 hours
  You access the Shadow Plane, using its warped nature to spread 
  your travels. The targets enter the edge of the Shadow Plane 
  where it borders the Material Plane. Targets can’t see the Material 
  Plane while on the Shadow Plane (although elements of that 
  plane can sometimes be a hazy reflection of the Material Plane). 
  While on the Shadow Plane, the targets are exposed to potential 
  encounters with that plane’s denizens. The shadows on the border 
  between the planes bend space, speeding up your movement 
  with respect to the Material Plane. Every 3 minutes the targets 
  travel along this border, they move as far as they would through 
  the Material Plane in 1 hour. At any point, a target can Dismiss 
  the spell’s effects, although this affects only that target. The 
  shadow bending is inexact, so when the spell ends, the targets 
  appear roughly 1 mile from their intended location on the Material 
  Plane (though those who are traveling together and Dismiss the 
  spell at the same point on the Plane of Shadow appear together).
  
  Devotee
  
  sLeep 
  spell 1
  ENCHANTMENT INCAPACITATION MENTAL SLEEP
  Cast  � somatic, verbal 
  Range  30 feet; Area  5-foot burst
  Saving Throw  Will
  Creatures in the area become sleepy. Creatures falling uncon-
  scious don’t fall prone or release what they are holding, and 
  they can wake up due to a successful Perception check, limiting 
  its utility in combat.
  Critical Success  The creature is unaffected.
  Success  The creature takes a –1 status penalty to Perception 
  checks for 1 round.
  Failure  The creature falls unconscious. If it’s still unconscious 
  after 1 minute, it wakes up automatically.
  Critical Failure  The creature falls unconscious. If it’s still uncon-
  scious after 1 hour, it wakes up automatically.
  Heightened (4th)  The creatures fall unconscious for 1 round on 
  a failure or 1 minute on a critical failure. They fall prone and 
  release what they’re holding, and they can’t attempt Perception 
  checks to wake up. When the duration ends, the creature is 
  sleeping normally instead of automatically waking up.
  
  Devotee
  
  stoneskin 
  spell 4
  AbjURATION EARTH
  Cast  � somatic, verbal 
  Range  touch; Targets  1 creature
  Duration  20 minutes
  The target’s skin hardens like stone. It gains resistance 5 to physi-
  cal damage, except adamantine. Each time the target is hit by a 
  bludgeoning, piercing, or slashing attack, stoneskin’s duration 
  decreases by 1 minute.
  Heightened (6th)  The resistance increases to 10.
  Heightened (8th)  The resistance increases to 15.
  Heightened (10th)  The resistance increases to 20.
  
  Devotee
  
  suggestion 
  spell 4
  ENCHANTMENT INCAPACITATION LINGUISTIC MENTAL
  Cast  � somatic, verbal 
  Range  30 feet; Targets  1 creature
  Saving Throw  Will; Duration  varies
  Your honeyed words are difficult for creatures to resist. You sug-
  gest a course of action to the target, which must be phrased in 
  such a way as to seem like a logical course of action to the target 
  and can’t be self-destructive or obviously against the target’s 
  self-interest. The target must attempt a Will save.
  Critical Success  The target is unaffected and knows you tried 
  to control it.
  Success  The target is unaffected and thinks you were talking to 
  them normally, not casting a spell on them.
  Failure  The target immediately follows your suggestion. The spell 
  has a duration of 1 minute, or until the target has completed a 
  finite suggestion or the suggestion becomes self-destructive 
  or has other obvious negative effects.
  Critical Failure  As failure, but the base duration is 1 hour.
  Heightened (8th)  You can target up to 10 creatures.
  
  Devotee
  
  touCH oF idioCy 
  spell 2
  ENCHANTMENT MENTAL
  Cast  � somatic, verbal 
  Range  touch; Targets  1 living creature
  Saving Throw  Will; Duration  1 minute
  You dull the target’s mind; the target must attempt a Will save.
  Success  The target is unaffected.
  Failure  The target is stupefied 2.
  Critical Failure  The target is stupefied 4.
  
  Devotee
  
  tree stride 
  spell 5
  unCOMMOn CONjURATION PLANT TELEPORTATION
  Cast  1 minute (material, somatic, verbal) 
  You step into a living tree with a trunk big enough for you to fit 
  inside it and instantly teleport to any tree of the same species 
  within 5 miles that also has a sufficiently large trunk. Once you 
  enter the first tree, you instantly know the rough locations of other 
  sufficiently large trees of the same species within range and can 
  exit from the original tree, if you prefer. You can’t carry extradi-
  mensional spaces with you; if you attempt to do so, the spell fails.
  Heightened (6th)  The tree you exit can be up to 50 miles away.
  Heightened (8th)  The tree you exit can be up to 500 miles away.
  Heightened (9th)  The tree you exit can be anywhere on the 
  same planet.
  
  Devotee
  
  true strike 
  spell 1
  DIVINATION FORTUNE
  Cast  � verbal 
  Duration  until the end of your turn
  A glimpse into the future ensures your next blow strikes true. 
  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.
  
  Devotee
  
  WALL oF Fire 
  spell 4
  EVOCATION FIRE
  Cast  � material, somatic, verbal 
  Range  120 feet
  Duration  1 minute
  You raise a blazing wall that burns creatures passing through it. 
  You create either a 5-foot-thick wall of flame in a straight line up 
  to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius 
  ring of flame with the same height. The wall stands vertically in 
  either form; if you wish, the wall can be of a shorter length or 
  height. Everything on each side of the wall is concealed from 
  creatures on the opposite side. Any creature that crosses the 
  wall or is occupying the wall’s area at the start of its turn takes 
  4d6 fire damage.
  Heightened (+1)  The fire damage increases by 1d6.
  
  Devotee
  
  WALL oF ForCe 
  spell 6
  EVOCATION FORCE
  Cast  � material, somatic, verbal 
  Range  30 feet
  Duration  1 minute
  You form an invisible wall of pure magical force up to 50 feet long 
  and up to 20 feet high. The wall has no discernible thickness. You 
  must create the wall in an unbroken open space so its edges don’t 
  pass through any creatures or objects, or the spell is lost. The 
  wall has AC 10, Hardness 30, and 60 Hit Points, and it’s immune 
  to critical hits and precision damage. The wall blocks physical 
  effects from passing through it, and because it’s made of force, it 
  blocks incorporeal and ethereal creatures as well. Teleportation 
  effects can pass through the barrier, as can visual effects (since 
  the wall is invisible).
  Wall of force is immune to counteracting effects of its level or 
  lower, but the wall is automatically destroyed by a disintegrate 
  spell of any level or by contact with a rod of cancellation or 
  sphere of annihilation.
  Heightened (+2)  The Hit Points of the wall increase by 20.
  
  Devotee
  
  WALL oF tHorns 
  spell 3
  CONjURATION
  Cast  � material, somatic, verbal 
  Range  60 feet
  Duration  1 minute
  Over the course of a minute, you cause a thick wall of thorny 
  brambles to grow from the ground. You create a 5-foot-thick 
  wall of brambles and thorns in a straight line up to 60 feet long 
  and 10 feet high. You must create the wall in an unbroken open 
  space so its edges don’t pass through any creatures or objects, 
  or the spell is lost. The wall stands vertically. If you wish, the wall 
  can be of a shorter length or height. Everything on each side of 
  the wall has cover from creatures on the opposite side, and the 
  wall’s spaces are difficult terrain. For every move action a creature 
  uses to enter at least one of the wall’s spaces, that creature takes 
  3d4 piercing damage.
  Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 
  10, and 20 Hit Points. It’s immune to critical hits and precision 
  damage. A destroyed section can be moved through freely.
  Heightened (+1)  The Hit Points of each section of the wall increase 
  by 5, and the piercing damage increases by 1d4.
  
  Devotee
  
  WArp mind 
  spell 7
  EMOTION ENCHANTMENT INCAPACITATION MENTAL
  Cast  � somatic, verbal 
  Range  120 feet; Targets  1 creature
  Saving Throw  Will
  You scramble a creature’s mental faculties and sensory input. 
  The target must attempt a Will saving throw. Regardless of the 
  result of that save, the target is then temporarily immune for 10 
  minutes. Warp mind’s effects happen instantly, so dispel magic 
  and other effects that counteract spells can’t counteract them. 
  However, alter reality, miracle, primal phenomenon, restoration, 
  or wish can still counteract the effects.
  Critical Success  The target is unaffected.
  Success  The target spends the first action on its next turn with 
  the confused condition.
  Failure  The target is confused for 1 minute.
  Critical Failure  The target is confused permanently.
  
  Devotee
  
  WeApon storm 
  spell 4
  EVOCATION
  Cast  � somatic, verbal 
  Area  30-foot cone or 10-foot emanation
  Saving Throw  Reflex
  You swing a weapon you’re holding, and the weapon magically 
  multiplies into duplicates that swipe at all creatures in either 
  a cone or an emanation. This flurry deals four dice of damage 
  to creatures in the area. This damage has the same type as the 
  weapon and uses the same die size. Determine the die size as 
  if you were attacking with the weapon; for instance, if you were 
  wielding a two-hand weapon in both hands, you’d use its two-
  hand damage die.
  Critical Success  The creature is unaffected.
  Success  The target takes half damage.
  Failure  The target takes full damage.
  Critical Failure  The target takes double damage and is subject 
  to the weapon’s critical specialization effect.
  Heightened (+1)  Add another damage die.
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Legendary Games/Legendary - Second Edition Spell Cards Devotee Spells.pdf