TEXT: Just a Second #3: Defensive Magic © 2019, 
  Legendary Games; Author Steven T. Helt.
  First publication September 2019. 
  Legendary Games
  524 SW 321st St. 
  Federal Way, WA 98023
  makeyourgamelegendary.com
  Just a second #3: 
  defensive Magic
  The new Pathfinder Second Edition has a ton of customizable options, and 
  the Just a Second line gives you about a page of new rules content to 
  incorporate into your campaign. A set of feats, linked spells, clever magic 
  items, and so on. No fuss, no muss, just new ideas and mechanics for GMs 
  and players alike! 
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  credits
   
  Author: Steven T. Helt
  Design AnD LAyout: Richard Kunz
  PubLisher: Jason Nelson
  executive PArtner: Neil Spicer
  business Director: Rachel Ventura
  
  Just a second 3: defensive Magic
  Pathfinder Second Edition brings significant change to the way 
  spells and magic function. While the game offers many of our old 
  favorites, there’s still significant need for an expanded spell repertoire. 
  Spellcasters guard their secrets (and their persons) well, and as a GM 
  sometimes you need to pit two rivals on opposites sides of the world 
  against one another or prevent a rival from learning more about that 
  artifact you’re both chasing. 
  AMbush teLePort  
   
   
  sPeLL 9
  Traditions arcane
  Cast  (somatic, verbal)
  Duration 1 hour or until discharged
  Saving Throw simple Reflex
  You designate a specific location you have personally visited. When 
  you cast this spell, you create a contingency that teleports you to the 
  chosen location the next time a creature touches you or attacks you 
  with a melee or natural weapon. The creature that touches you must 
  attempt a Reflex save or be teleported to the location with you. The 
  location can be anywhere on the same planet.
  DAnger sense 
   
   
   
  sPeLL 1
  Traditions arcane, divine, occult, primal
  Cast  (somatic, verbal)
  Duration 10 minutes
  You pick up sensory cues that warn you of potential dangers. You gain 
  a +2 bonus on initiative checks using your Perception bonus and Seek 
  actions to spot nearby creatures.
  Loose bonDs 
   
   
   
  sPeLL 3
  Traditions arcane, occult
  Cast  (somatic, verbal)
  Range touch; Target 1 creature
  Duration 10 minutes
  Rippling bands of force course over the target’s body, repelling efforts 
  to grasp or hold them. Any nonmagical check made to immobilize, 
  grapple, or restrain the target suffers a -2 penalty.
  MAniFoLD veiL 
   
   
  sPeLL 10
  Traditions arcane, occult
  Cast  somatic, verbal
  Your spell conceals all signs of a single person, place, or thing from 
  the target, designated by you at the time of casting. The target cannot 
  see, hear, or otherwise detect any acknowledgement of the forbidden 
  subject. A named creature remains undetected, historical records omit 
  mention of the banned subject, even casual conversation regarding 
  the chosen topic goes unnoticed. The spell’s target excuses any 
  inconsistencies between its perception and any information to the 
  contrary. The spell does not change the target’s memories or past 
  information.
     The severity of this censorship depends on the results of the target’s 
  saving throw.
  Critical Success The spell has no effect on the target.
  Success The target gains stupefied 1 whenever the forbidden subject is 
  mentioned or detected. This condition only lasts for 1 round.
  Failure The spell hides the chosen subject from the target for 1 day.
  Critical Failure The spell hides the chosen subject from the target 
  permanently. Any effect that breaks a curse can end this effect with 
  a successful counteract check against your spell DC.
  Prescient Protection  
  sPeLL 10
  Traditions arcane, divine
  Cast 10 minutes
  Duration 1 hour or until discharged
  Thousands of fleeting images of possible threats continuously shuffle 
  jut out of range of your vision. The spell heightens your awareness 
  of danger and protects you from threats that manifest by providing 
  specific protection at the right moment. While the spell is active, you 
  gain a +2 status bonus on initiative checks and Reflex saves. If you 
  suffer any kind of damage, the spell gives you resistance 10 to the type 
  of damage you take (for example, acid, bludgeoning, or poison). You 
  do not have to be aware of an incoming attack, spell, or ability to gain 
  this resistance. The spell offers this resistance up to 6 times during the 
  spell’s duration.
  Protective bonD  
   
   
  sPeLL 2
  Traditions arcane, divine, primal
  Cast  verbal, somatic
  Range touch; Target 1 creature
  Whenever you cast an abjuration spell of 2nd level or lower on yourself, 
  the target of this spell gains the benefit as if they were the original 
  target of the spell. The target must be within 30 feet when you cast 
  the spell.
  Heightened [5th level] As above, except your target can benefit from 
  abjuration spells up to 4th level.
  Heightened [8th level] As above, except you can target two creatures 
  with this spell and they gain the benefits of abjuration spells up to 
  5th level.
  
  resist MAgic 
   
   
   
  sPeLL 5
  Traditions arcane, occult
  Cast  (somatic, verbal)
  Range touch; Target 1 creature
  Duration 1 hour
  Your touch your target and choose a spellcasting tradition (arcane, 
  divine, occult, or primal). The target gains a +1 status bonus on saves 
  against all spells from that tradition. A creature’s innate spells count as 
  spells of their normal traditions for this purpose.
  Heightened [+1] The spell gives an additional +1 bonus for each 
  heightened spell level and protects against an additional spellcasting 
  tradition.
  Ward  
   
   
  cantriP 1
  Traditions arcane, divine, primal, occult
  Cast  (somatic, verbal)
  Range touch; Target 1 willing creature
  Duration 1 minute or until expended
  You give the target a measure of mystical protection. You choose 
  whether to give the target a +1 bonus to AC against the next attack 
  against her or to the next saving throw she is required to make. Once 
  a creature receives this benefit, she can’t be the target of this spell for 
  another hour.
  Heightened [3rd] The bonus granted by the spell applies to each attack 
  and saving throw for two rounds.
  Heightened [6th] The bonus granted by the spell increases to +2 and 
  applies to each attack and saving throw for two rounds.
  
  LegaL
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the 
  Coast, Inc.
  Just a Second 3: Defensive Magic © 2019, Legendary 
  Games; Author: Steven T. Helt.
  System Reference Document © 2000, Wizards of 
  the Coast, Inc.; Authors: Jonathan Tweet, Monte 
  Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, 
  Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, 
  Stephen Radney-MacFarland,
  and Mark Seifter.
  Pathfinder Second Edition Bestiary © 2019, Paizo 
  Inc.; Authors: Alexander Augunas, Logan Bonner, 
  Jason Bulmahn, John Compton, Paris
  Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, 
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  Liddell, Ron Lundeen, Robert G.
  McCreary, Tim Nightengale, Stephen Radney-
  MacFarland, Alex Riggs, David N. Ross, Michael 
  Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank,
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Legendary Games/Legendary - Just a Second 3 Defensive Magic (PF2) .pdf