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Level 1 Divine Spells

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ADMONISHING RAY

SPELL 1

ATTACK

NECROMANCY

NONLETHAL

Cast somatic, verbal

Range 60 feet; Targets 1 creature

Source Agents of Edgewatch - 02 - Sixty Feet Under, 76

A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage.

Critical Success The target takes double damage.

Success The target takes full damage.

AIR BUBBLE

SPELL 1

AIR

CONJURATION

Cast verbal; Trigger A creature within range enters an environment where it can’t breathe.

Range 60 feet; Targets the triggering creature

Duration 1 minute

Source Core Rulebook, 316

A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

ALARM

SPELL 1

ABJURATION

Cast 10 minutes (material, somatic, verbal); Requirements 3 gp silver bell focus

Range touch; Area 20-foot burst

Duration 8 hours

Source Core Rulebook, 317

You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.

ANIMATE DEAD

SPELL 1

NECROMANCY

Cast material, somatic, verbal

Range 30 feet

Duration sustained up to 1 minute

Source Advanced Player’s Guide, 214

Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is –1 ; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.

BANE

SPELL 1

ENCHANTMENT

MENTAL

Cast somatic, verbal

Area 5-foot emanation; Targets enemies in the area

Saving Throw Will; Duration 1 minute

Source Core Rulebook, 320

You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw. Bane can counteract bless.

BLESS

SPELL 1

ENCHANTMENT

MENTAL

Cast somatic, verbal

Area 5-foot emanation

Duration 1 minute

Source Core Rulebook, 321

Blessings from beyond help your companions strike true. You and your allies in the area gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. Bless can counteract bane.

BREADCRUMBS

SPELL 1

ABJURATION

Cast 1 minute (material, somatic, verbal)

Range touch; Targets 1 willing creature

Duration 1 hour

Source Secrets of Magic, 92

You protect your target from going astray in hostile territory by tracking where it’s already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell’s duration. This trail doesn’t denote the direction or the order of its path—it merely indicates where the target has moved during the spell’s duration.

CELESTIAL ACCORD

SPELL 1

UNCOMMON

EMOTION

ENCHANTMENT

GOOD

MENTAL

Cast somatic, verbal

Range 30 feet; Targets 2 creatures that each have an unfriendly or worse attitude toward the other

Saving Throw Will; Duration 1 minute

Access Lasheeli

Source Blood Lords - 03 - Field of Maidens, 77

You intervene in a heated disagreement between two creatures, encouraging them to put aside their differences and find some common ground. The emotional heat of the prior moment becomes only a memory. Each target must make a Will save. A creature currently engaged in combat can’t get a result worse than success, and a target that is subject to hostility from any other creature ceases to be affected by celestial accord.

Critical Success The creature is unaffected.

Success The creature is filled with doubt about its own intentions and feels an urge to cooperate with the other. It has a -2 status penalty to attack rolls against the other target for 1 round.

Failure The creature can’t make hostile actions against the other target and its attitude toward the other target improves to indifferent for the spell’s duration.

Critical Failure As failure, but the creature’s attitude toward the other target improves to friendly for the duration and is indifferent thereafter (until something happens to change that attitude normally).

COMMAND

SPELL 1

AUDITORY

ENCHANTMENT

LINGUISTIC

MENTAL

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration until the end of the target’s next turn

Source Core Rulebook, 325

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.

CONCORDANT CHOIR

SPELL 1

EVOCATION

SONIC

Cast to

Range 30 feet; Targets varies

Saving Throw basic Fortitude

Source Secrets of Magic, 96

You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters.

(verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save.

(somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save.

(material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.

CREATE WATER

SPELL 1

CONJURATION

WATER

Cast somatic, verbal

Range 0 feet

Source Core Rulebook, 326

As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

DETECT ALIGNMENT

SPELL 1

UNCOMMON

DETECTION

DIVINATION

Cast somatic, verbal

Area 30-foot emanation

Source Core Rulebook, 328

Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you’re aware have that alignment.

Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.

DETECT POISON

SPELL 1

UNCOMMON

DETECTION

DIVINATION

Cast somatic, verbal

Range 30 feet; Targets 1 object or creature

Source Core Rulebook, 328

You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.

DISRUPTING WEAPONS

SPELL 1

NECROMANCY

POSITIVE

Cast somatic, verbal

Range touch; Targets up to two weapons, each of which must be wielded by you or a willing ally, or else unattended

Duration 1 minute

Source Core Rulebook, 331

You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.

ECHOING WEAPON

SPELL 1

EVOCATION

SONIC

Cast somatic, verbal

Range touch; Targets 1 weapon

Duration 1 minute

Source Secrets of Magic, 101

You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).

ELYSIAN WHIMSY

SPELL 1

UNCOMMON

ENCHANTMENT

INCAPACITATION

MENTAL

Cast somatic, verbal

Range 30 feet; Target 1 creature

Saving Throw Will; Duration varies

Access Lasheeli

Source Blood Lords - 03 - Field of Maidens, 77

You overwhelm the target with an unexpected and unpredictable desire if it fails a Will save. Roll 1d4 to determine the spell’s effect.

1d4Effect
1The target feels a powerful urge to dance. For 1 round, it takes a -5-foot status penalty to its Speeds (-10-foot status penalty on a critical failure), capering and prancing as it moves.
2The target is compelled to loudly sing a song. Its first action on its next turn must be to Perform a song it knows, or to babble pleasingly if it knows no songs. On a critical failure, the target must use all its actions on its next turn to Perform a song.
3The target is filled with an irresistible urge to support a nearby creature’s entertainment career. Its first action on its next turn must be to prepare to Aid a Perform check for the nearest creature it can see and the target can use the next reaction it gains only to Aid the creature it helped. On a critical failure, it must spend all its actions on its next turn preparing to Aid a Perform check.
4The target is overcome with a desire to give away its wealth. Its first action on its next turn must be to Interact to pull out a non-magical item of value it is carrying (such as a coin, piece of jewelry, or an item made of precious metal), if it doesn’t already have one in hand. It then Releases the valuable item. If the target neither holds nor carries an appropriate item, it instead spends its first action loudly apologizing for having nothing to give. On a critical failure, the target must spend any actions remaining on its turn apologizing for not giving more.

FEAR

SPELL 1

EMOTION

ENCHANTMENT

FEAR

MENTAL

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

Source Core Rulebook, 337

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.

FLENSE

SPELL 1

UNCOMMON

NECROMANCY

Cast somatic, verbal

Range touch; Targets 1 creature or corpse

Access Students of the Ebon Mausoleum or worshippers of Urgathoa who visit the Cathedral of Epiphenomena.

Source Blood Lords - 06 - Ghost King’s Rage, 76

With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell.

Inanimate Corpse The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind.

Living Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also takes 1d4 persistent bleed damage. If this spell’s damage kills the target, the corpse is only bones.

Undead Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also becomes enfeebled 1 for 1 minute. If this spell’s damage destroys the target, only its bare bones remain behind.

FORCED MERCY

SPELL 1

UNCOMMON

EMOTION

ENCHANTMENT

MENTAL

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration varies

Access member of Knights of Lastwall

Source Lost Omens Knights of Lastwall, 93

You soften the target’s blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn’t incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw.

Critical Success The creature is unaffected.

Success The creature is affected for 1 round.

Failure The creature is affected for 1d4 rounds.

Critical Failure The creature is affected for 1 minute.

HARM

SPELL 1

NECROMANCY

NEGATIVE

Cast to

Range varies; Targets 1 living creature or 1 willing undead creature

Source Core Rulebook, 343

You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.

(somatic, verbal) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.

(material, somatic, verbal) You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area.

HEAL

SPELL 1

HEALING

NECROMANCY

POSITIVE

Cast to

Range varies; Targets 1 willing living creature or 1 undead creature

Source Core Rulebook, 343

You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.

(somatic, verbal) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.

(material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

HELPFUL STEPS

SPELL 1

CONJURATION

Cast somatic, verbal

Range 60 feet

Duration 10 minutes

Source Lost Omens Firebrands, 90

You call forth a ladder or staircase to help you reach greater heights. The ladder or staircase appears in a space you designate and either stands freely or connects to a nearby wall if possible. You decide the height of the ladder or staircase when casting the spell, up to a maximum height of 40 feet. The ladder or staircase is locked in place and magically supported, allowing you to ascend even if it’s in an open area. The conjured ladder is simple in design and made of wood. The staircase is a spiral staircase made of wood. While both are supported and have no risk of falling, they can be damaged and destroyed as normal. The staircase is typically easier to ascend, though it’s less discreet than a ladder and could possibly draw more attention. You can Dismiss the spell.

LOCK

SPELL 1

ABJURATION

Cast somatic, verbal

Range touch; Targets 1 lock, or a door or container with a latch

Duration until the next time you make your daily preparations.

Source Core Rulebook, 348

The target’s latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.

If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.

MAGIC STONE

SPELL 1

NECROMANCY

POSITIVE

Cast to (verbal, somatic)

Range touch; Targets 1 to 3 non-magical stones or sling bullets

Duration 1 minute

Source Advanced Player’s Guide, 222

You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use Casting this Spell. The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting sling bullets. Each stone can be used only once, after which it crumbles to dust.

MAGIC WEAPON

SPELL 1

TRANSMUTATION

Cast somatic, verbal

Range touch; Targets 1 non-magical weapon that is unattended or wielded by you or a willing ally

Duration 1 minute

Source Core Rulebook, 349

The weapon glimmers with magic and energy. 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.

MENDING

SPELL 1

TRANSMUTATION

Cast 10 minutes (somatic, verbal)

Range touch; Targets non-magical object of light Bulk or less

Source Core Rulebook, 351

You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.

NECROMANCER’S GENEROSITY

SPELL 1

NECROMANCY

NEGATIVE

Cast somatic, verbal

Range 30 feet; Targets 1 undead minion you control

Duration 1 minute

Source Secrets of Magic, 117

You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains 1d8+4 Hit Points when you Cast the Spell, and it gains a +2 status bonus to saves against positive effects for the duration.

PET CACHE

SPELL 1

CONJURATION

EXTRADIMENSIONAL

Cast somatic

Range touch; Targets 1 willing creature that is your animal companion or familiar

Duration 8 hours

Source Advanced Player’s Guide, 222

You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.

You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).

PROTECTION

SPELL 1

UNCOMMON

ABJURATION

Cast somatic, verbal

Range touch; Targets 1 creature

Duration 1 minute

Source Core Rulebook, 361

You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.

This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.

PURIFY FOOD AND DRINK

SPELL 1

NECROMANCY

Cast somatic, verbal

Range touch; Targets 1 cubic foot of contaminated food or water

Source Core Rulebook, 362

You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn’t prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.

PURIFYING ICICLE

SPELL 1

UNCOMMON

COLD

EVOCATION

POSITIVE

Cast somatic, verbal

Range 60 feet; Targets 1 creature

Saving Throw Fortitude

Access member of Knights of Lastwall

Source Lost Omens Knights of Lastwall, 94

You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals 2d6 piercing damage and 1d6 cold damage, and if the target is undead, the icicle deals an additional 1d4 positive damage. On a critical success, the target takes double damage and takes a –10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away.

PUTREFY FOOD AND DRINK

SPELL 1

NECROMANCY

Cast somatic, verbal

Range touch; Targets 1 cubic foot of clean food or water

Source Agents of Edgewatch - 02 - Sixty Feet Under, 77

You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water, unholy water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons.

RAY OF ENFEEBLEMENT

SPELL 1

ATTACK

NECROMANCY

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Fortitude; Duration 1 minute

Source Core Rulebook, 362

A ray that saps a foe’s strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save to determine the spell's effect. If your attack roll is a critical success, use the outcome for one degree of success worse than the result of its save.

Critical Success The target is unaffected.

Success The target becomes enfeebled 1.

Failure The target becomes enfeebled 2.

Critical Failure The target becomes enfeebled 3.

RESTYLE

SPELL 1

TRANSMUTATION

Cast 1 minute (material, somatic, verbal)

Range touch; Targets 1 piece of clothing currently worn by you or an ally

Duration unlimited

Source Secrets of Magic, 126

You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can’t alter the clothing’s overall shape, size, or purpose. The changes can’t increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what’s originally part of the object. The object’s statistics also remain unchanged.

SANCTUARY

SPELL 1

ABJURATION

Cast somatic, verbal

Range touch; Targets 1 creature

Duration 1 minute

Source Core Rulebook, 366

You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.

Critical Success Sanctuary ends.

Success The creature can attempt its attack and any other attacks against the target this turn.

Failure The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.

Critical Failure The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.

SPIRIT LINK

SPELL 1

HEALING

NECROMANCY

Cast somatic, verbal

Range 30 feet; Targets 1 willing creature

Duration 10 minutes

Source Core Rulebook, 371

You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained.

This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn’t involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you’re ever at 0 Hit Points, spirit link ends automatically.

SUMMON LESSER SERVITOR

SPELL 1

CONJURATION

Cast material, somatic, verbal

Range 30 feet

Duration sustained up to 1 minute

Source Secrets of Magic, 134

While deities jealously guard their most powerful servants from the summoning spells of those who aren’t steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity’s permission. You summon a celestial, monitor, or fiend whose level is –1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven (Bestiary 2 221). It gains the alignment matching your deity (or you, if you don’t have a deity) and has the following trait depending on the alignment it gained: celestial for lawful, monitor for neutral, or fiend for evil.

You can’t summon a creature if it is opposed to your deity’s alignment on either axis (or opposed to your alignment if you don’t follow a deity). For example, if you deity is lawful good, you can’t summon a chaotic or evil creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren’t diametrically opposed. For example, Pharasma would restrict the summoning of sahkils.

Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven.

SYNCHRONIZE

SPELL 1

DIVINATION

Cast somatic, verbal

Range touch; Targets up to 5 willing creatures

Duration up to 24 hours

Source Secrets of Magic, 135

You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you Cast the Spell, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren’t normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses.

THOUGHTFUL GIFT

SPELL 1

CONJURATION

TELEPORTATION

Cast somatic

Range 120 feet; Targets 1 willing creature

Source Advanced Player’s Guide, 226

You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target’s hand, if they have a free hand, or at their feet if they don’t. The target knows what object you are attempting to send them. If the target is unconscious or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails.

VENTRILOQUISM

SPELL 1

AUDITORY

ILLUSION

Cast somatic, verbal

Duration 10 minutes

Source Core Rulebook, 381

Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.