Electric Arc Cantrip 1
Traits: Cantrip, Electricity,Evocation
Source: Core Rulebook pg. 335
Traditions: arcane, primal
Cast: Two Actions somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex. An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4+4.
Detect Magic Cantrip 1
Traits: Cantrip, Detection, Divination
Source Core: Rulebook pg. 328
Traditions: arcane, divine, occult, primal
Cast: Two Actions somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Light Cantrip 1
Traits: Cantrip, Evocation, Light
Source: Core Rulebook pg. 348
Traditions: arcane, divine, occult, primal
Cast: Two Actions somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparationsThe object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Stabilize Cantrip 1
Traits: Cantrip, Healing, Necromancy, Positive
Source: Core Rulebook pg. 373
Traditions: divine, primal
Cast: Two Actions somatic, verbal
Range 30 feet; Targets 1 dying creature
Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Tanglefoot Cantrip 1
Traits: Cantrip, Conjuration, Plant
Source: Core Rulebook pg. 377
Traditions: arcane, primal
Cast: Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.