Your spells vanish with unusual speed.
Benefit(s): A fleeting spell’s duration becomes dismissible, if it is not already. You can dismiss your own fleeting spell as a swift action. When you dismiss a fleeting spell, its lingering aura cannot be detected by magic unless the caster succeeds at a caster level check against a DC equal to 11 + your caster level. The DC of dispel checks to counter a fleeting spell is reduced by 2, and once active, dispel magic removes a fleeting spell without a caster level check. A fleeting spell has half its normal duration (with an extended fleeting spell, these duration adjustments cancel out). Only spells with a duration of at least 2 rounds can be made fleeting, and instantaneous or permanent spells cannot be fleeting spells.
Normal: It is a standard action to dismiss a dismissible spell, and only spells whose Duration entry is marked with a D are dismissible.
Level Increase: +0 (a fleeting spell does not use up a higher-level spell slot than the spell’s actual level.
Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.