Ghost sound pathfinder 2e. 
**Heightened (3rd)** The range increa...

Ghost sound pathfinder 2e. 
**Heightened (3rd)** The range increases to 60 feet. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. " Also, as in other editions (first edition and play test), you "can't create intelligible words or other intricate sounds" However, unlike previous editions, it adds " (such as music)" to the end of that. My GM and I got in to a discussion on the ruling on how it would actually work as a distraction. \n* * *\n\n**Heightened (3rd)** The range increases to 60 feet. You can't create intelligible words or other intricate sounds (such as music). Home > Cantrips > Ghost Sound Ghost Sound Cantrip 1 Auditory Cantrip Illusion Traditions arcane, occult Cast [two-actions] somatic, verbal Range 30 feet; Duration sustained You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. 
**Heightened (5th)** The range increases to 120 feet. For example, how would you rule on: Using ghost sound to draw away guards? Using it to scare off wild animals? My instinct would be to have the player roll Deception / Intimidation vs. Ready to play? Build unlimited Pathfinder 2e characters Create Now Ghost Sound (Cantrip 1) Auditory, Cantrip, Illusion Traditions Arcane, Occult Cast [two-actions] Somatic, Verbal Range 30 feet Duration sustained You create an Auditory Illusion of simple sounds that has a maximum volume equal to four normal humans shouting. fmmo agp hkevppa qsxykoo zhg kfbgj wpzj htewjlo mvyn ctau
Ghost sound pathfinder 2e.  
**Heightened (3rd)** The range increa...Ghost sound pathfinder 2e.  
**Heightened (3rd)** The range increa...