· 6 years ago · Jan 16, 2020, 06:02 PM
1[{
2"count": 1,
3"title": "Abyssal Plague",
4"contents": [
5"subtitle | Spell 5",
6"subtitle | Attack Chaotic Disease Evil Necromancy",
7"rule",
8"property | Casting | [AA] S, V",
9"property | Range | touch",
10"property | Targets | 1 creature",
11"property | Saving Throw | Fortitude",
12"rule",
13"text | <span style='font-size:8px'> Common Sources of this hazard night hags",
14"text | <span style='font-size:8px'> Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss.",
15"text | <span style='font-size:8px'> The effect is based on the target’s Fortitude save.",
16"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
17"bullet | <span style='font-size:8px'> <b>Success</b> The target takes 2 evil damage per spell level, and takes a -2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first.",
18"bullet | <span style='font-size:8px'> <b>Failure</b> The target is afflicted with Abyssal plague at stage 1.",
19"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is afflicted with Abyssal plague at stage 2.",
20"text | <span style='font-size:8px'> Abyssal Plague (disease); Level 9. The target can’t recover from the drained condition from Abyssal plague until the disease is cured. Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day)."
21],
22"tags": [],
23"color": ""
24},
25{
26"count": 1,
27"title": "Alarm",
28"contents": [
29"subtitle | Spell 1",
30"subtitle | Abjuration",
31"rule",
32"property | Casting | 10 minutes (M, S, V); Requirements 3 gp silver bell focus",
33"property | Range | touch",
34"property | Duration | 8 hours",
35"rule",
36"text | <span style='font-size:8px'> 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.",
37"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people."
38],
39"tags": [],
40"color": ""
41},
42{
43"count": 1,
44"title": "Alter Reality",
45"contents": [
46"subtitle | Spell 10",
47"subtitle | Divination",
48"rule",
49"property | Casting | [AAA] M, S, V",
50"rule",
51"text | <span style='font-size:8px'> You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:",
52"text | <span style='font-size:8px'> At the GM’s discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect."
53],
54"tags": [],
55"color": ""
56},
57{
58"count": 1,
59"title": "Antimagic Field",
60"contents": [
61"subtitle | Spell 8",
62"subtitle | Rare Abjuration",
63"rule",
64"property | Casting | [AAA] M, S, V",
65"property | Duration | sustained up to 1 minute",
66"rule",
67"text | <span style='font-size:8px'> Area 10-foot emanation; Duration sustained up to 1 minute",
68"text | <span style='font-size:8px'> You repel all magic from the target area, preventing spells and other magic from functioning. Spells can’t penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can’t affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field; the ability boost from an apex item isn’t suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.",
69"text | <span style='font-size:8px'> The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field."
70],
71"tags": [],
72"color": ""
73},
74{
75"count": 1,
76"title": "Augury",
77"contents": [
78"subtitle | Spell 2",
79"subtitle | Divination Prediction",
80"rule",
81"property | Casting | 10 minutes (M, S, V)",
82"rule",
83"text | <span style='font-size:8px'> You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action.",
84"text | <span style='font-size:8px'> The spell can predict results up to 30 minutes into the future and reveals the GM’s best guess among the following outcomes:",
85"text | <span style='font-size:8px'> The GM rolls a secret DC 6 flat check. On a failure, the result is always”nothing.” This makes it impossible to tell whether a”nothing” result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it’s possible to get a different result."
86],
87"tags": [],
88"color": ""
89},
90{
91"count": 1,
92"title": "Bane",
93"contents": [
94"subtitle | Spell 1",
95"subtitle | Enchantment Mental",
96"rule",
97"property | Casting | [AA] S, V",
98"property | Targets | enemies in the area",
99"property | Saving Throw | Will",
100"property | Duration | 1 minute",
101"rule",
102"text | <span style='font-size:8px'> You fill the minds of your enemies with doubt. Targets that fail their Will saves 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."
103],
104"tags": [],
105"color": ""
106},
107{
108"count": 1,
109"title": "Banishment",
110"contents": [
111"subtitle | Spell 5",
112"subtitle | Abjuration Incapacitation",
113"rule",
114"property | Casting | [AA] S, V",
115"property | Range | 30 feet",
116"property | Targets | 1 creature that isn’t on its home plane",
117"property | Saving Throw | Will",
118"rule",
119"text | <span style='font-size:8px'> You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while Casting this spell and add a material component to give the creature a -2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch. This spell fails if you aren’t on your home plane when you cast it.",
120"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target resists being banished and you are stunned 1.",
121"bullet | <span style='font-size:8px'> <b>Success</b> The target resists being banished.",
122"bullet | <span style='font-size:8px'> <b>Failure</b> The target is banished.",
123"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is banished and can’t return by any means to the plane it’s banished from for 1 week.",
124"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> You can target up to 10 creatures. The extra material component affects targets to which it is anathema."
125],
126"tags": [],
127"color": ""
128},
129{
130"count": 1,
131"title": "Bind Soul",
132"contents": [
133"subtitle | Spell 9",
134"subtitle | Uncommon Evil Necromancy",
135"rule",
136"property | Casting | [AA] S, V; Requirements black sapphire with a gp value of at least the target’s level × 100",
137"property | Range | 30 feet",
138"property | Targets | 1 creature that died within the last minute",
139"property | Duration | unlimited",
140"rule",
141"text | <span style='font-size:8px'> You wrench the target’s soul away before it can pass on to the afterlife and imprison it in a black sapphire.",
142"text | <span style='font-size:8px'> While the soul is in the gem, the target can’t be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can’t hold more than one soul, and any attempt wastes the spell."
143],
144"tags": [],
145"color": ""
146},
147{
148"count": 1,
149"title": "Bind Undead",
150"contents": [
151"subtitle | Spell 3",
152"subtitle | Necromancy",
153"rule",
154"property | Casting | [AA] S, V",
155"property | Range | 30 feet",
156"property | Targets | 1 mindless undead creature with a level no greater than bind undead’s spell level",
157"property | Duration | 1 day",
158"rule",
159"text | <span style='font-size:8px'> With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends."
160],
161"tags": [],
162"color": ""
163},
164{
165"count": 1,
166"title": "Black Tentacles",
167"contents": [
168"subtitle | Spell 5",
169"subtitle | Conjuration",
170"rule",
171"property | Casting | [AAA] M, S, V",
172"property | Range | 120 feet",
173"property | Duration | 1 minute",
174"rule",
175"text | <span style='font-size:8px'> Oily black tentacles rise up and attempt to Grapple each creature in the area. Make spell attack rolls against the Fortitude DC of each creature. Any creature you succeed against is grabbed and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven’t already, and they deal 1d6 bludgeoning damage to any creature already grabbed.",
176"text | <span style='font-size:8px'> The tentacles’ Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can dismiss the spell."
177],
178"tags": [],
179"color": ""
180},
181{
182"count": 1,
183"title": "Bless",
184"contents": [
185"subtitle | Spell 1",
186"subtitle | Enchantment Mental",
187"rule",
188"property | Casting | [AA] S, V",
189"property | Targets | you and allies in the area",
190"property | Duration | 1 minute",
191"rule",
192"text | <span style='font-size:8px'> Area 5-foot emanation; Targets you and allies in the area; Duration 1 minute",
193"text | <span style='font-size:8px'> Blessings from beyond help your companions strike true.",
194"text | <span style='font-size:8px'> You and your allies in the area gain a +1 status bonus to attack rolls. 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."
195],
196"tags": [],
197"color": ""
198},
199{
200"count": 1,
201"title": "Blindness",
202"contents": [
203"subtitle | Spell 3",
204"subtitle | Incapacitation Necromancy",
205"rule",
206"property | Casting | [AA] S, V",
207"property | Range | 30 feet",
208"property | Targets | 1 creature",
209"property | Saving Throw | Fortitude",
210"rule",
211"text | <span style='font-size:8px'> You blind the target. The effect is determined by the target’s Fortitude save. The target then becomes temporarily immune for 1 minute.",
212"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
213"bullet | <span style='font-size:8px'> <b>Success</b> The target is blinded until its next turn begins.",
214"bullet | <span style='font-size:8px'> <b>Failure</b> The target is blinded for 1 minute.",
215"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is blinded permanently."
216],
217"tags": [],
218"color": ""
219},
220{
221"count": 1,
222"title": "Blink",
223"contents": [
224"subtitle | Spell 4",
225"subtitle | Conjuration Teleportation",
226"rule",
227"property | Casting | [AA] S, V; Duration 1 minute",
228"property | Duration | 1 minute",
229"rule",
230"text | <span style='font-size:8px'> You blink quickly between the Material Plane and the Ethereal Plane. You gain resistance 5 to all damage (except force). You can Sustain the Spell to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn’t trigger reactions. At the end of your turn, you vanish and reappear as above.",
231"text | <span style='font-size:8px'> Heightened (+2) The resistance increases by 3."
232],
233"tags": [],
234"color": ""
235},
236{
237"count": 1,
238"title": "Blur",
239"contents": [
240"subtitle | Spell 2",
241"subtitle | Illusion Visual",
242"rule",
243"property | Casting | [AA] S, V",
244"property | Range | touch",
245"property | Targets | 1 creature",
246"property | Duration | 1 minute",
247"rule",
248"text | <span style='font-size:8px'> The target’s form appears blurry. It becomes concealed. As the nature of this effect still leaves the target’s location obvious, the target can’t use this concealment to Hide or Sneak."
249],
250"tags": [],
251"color": ""
252},
253{
254"count": 1,
255"title": "Calm Emotions",
256"contents": [
257"subtitle | Spell 2",
258"subtitle | Emotion Enchantment Incapacitation Mental",
259"rule",
260"property | Casting | [AA] S, V",
261"property | Range | 120 feet",
262"property | Saving Throw | Will",
263"property | Duration | sustained up to 1 minute",
264"rule",
265"text | <span style='font-size:8px'> You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.",
266"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
267"bullet | <span style='font-size:8px'> <b>Success</b> Calming urges impose a -1 status penalty to the creature’s attack rolls.",
268"bullet | <span style='font-size:8px'> <b>Failure</b> Any emotion effects that would affect the creature are suppressed and the creature can’t use hostile actions.",
269"text | <span style='font-size:8px'> If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.",
270"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but hostility doesn’t end the effect."
271],
272"tags": [],
273"color": ""
274},
275{
276"count": 1,
277"title": "Charm",
278"contents": [
279"subtitle | Spell 1",
280"subtitle | Emotion Enchantment Incapacitation Mental",
281"rule",
282"property | Casting | [AA] S, V",
283"property | Range | 30 feet",
284"property | Targets | 1 creature",
285"property | Saving Throw | Will",
286"property | Duration | 1 hour",
287"rule",
288"text | <span style='font-size:8px'> To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.",
289"text | <span style='font-size:8px'> You can dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.",
290"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected and aware you tried to charm it.",
291"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).",
292"bullet | <span style='font-size:8px'> <b>Failure</b> The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you.",
293"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target’s attitude becomes helpful toward you, and it can’t use hostile actions against you.",
294"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The duration lasts until the next time you make your daily preparations.",
295"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures."
296],
297"tags": [],
298"color": ""
299},
300{
301"count": 1,
302"title": "Chill Touch",
303"contents": [
304"subtitle | Cantrip 1",
305"subtitle | Attack Cantrip Necromancy Negative",
306"rule",
307"property | Casting | [AA] S, V",
308"property | Range | touch",
309"property | Targets | 1 living or undead creature",
310"property | Saving Throw | Fortitude",
311"rule",
312"text | <span style='font-size:8px'> Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.",
313"text | <span style='font-size:8px'> Heightened (+1) The negative damage to living creatures increases by 1d4."
314],
315"tags": [],
316"color": ""
317},
318{
319"count": 1,
320"title": "Chromatic Wall",
321"contents": [
322"subtitle | Spell 5",
323"subtitle | Abjuration",
324"rule",
325"property | Casting | [AAA] M, S, V",
326"property | Range | 120 feet",
327"property | Duration | 10 minutes",
328"rule",
329"text | <span style='font-size:8px'> You create an opaque wall of light in a single vibrant color.",
330"text | <span style='font-size:8px'> The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall’s effects.",
331"text | <span style='font-size:8px'> Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can’t be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell’s level is lower than that of chromatic wall.",
332"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The spell’s duration increases to 1 hour. Roll 1d8 to determine the wall’s color; the results for 5-8 are below.",
333"text | <span style='font-size:8px'> A red, orange, yellow, or green wall deals an extra 10 damage."
334],
335"tags": [],
336"color": ""
337},
338{
339"count": 1,
340"title": "Circle of Protection",
341"contents": [
342"subtitle | Spell 3",
343"subtitle | Uncommon Abjuration",
344"rule",
345"property | Casting | [AAA] M, S, V",
346"property | Range | touch",
347"property | Duration | 1 minute",
348"rule",
349"text | <span style='font-size:8px'> You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can’t willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.",
350"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The duration increases to 1 hour."
351],
352"tags": [],
353"color": ""
354},
355{
356"count": 1,
357"title": "Clairaudience",
358"contents": [
359"subtitle | Spell 3",
360"subtitle | Divination Scrying",
361"rule",
362"property | Casting | 1 minute (M, S, V)",
363"property | Range | 500 feet",
364"property | Duration | 10 minutes",
365"rule",
366"text | <span style='font-size:8px'> You create an invisible floating ear at a location within range (even if it’s outside your line of sight or line of effect). It can’t move, but you can hear through the ear as if using your normal auditory senses."
367],
368"tags": [],
369"color": ""
370},
371{
372"count": 1,
373"title": "Clairvoyance",
374"contents": [
375"subtitle | Spell 4",
376"subtitle | Divination Scrying",
377"rule",
378"property | Casting | 1 minute (M, S, V)",
379"property | Range | 500 feet",
380"property | Duration | 10 minutes",
381"rule",
382"text | <span style='font-size:8px'> You create an invisible floating eye at a location within range (even if it’s outside your line of sight or line of effect). The eye can’t move, but you can see in all directions from that point as if using your normal visual senses."
383],
384"tags": [],
385"color": ""
386},
387{
388"count": 1,
389"title": "Cloak of Colors",
390"contents": [
391"subtitle | Spell 5",
392"subtitle | Illusion Visual",
393"rule",
394"property | Casting | [AA] S, V",
395"property | Range | 30 feet",
396"property | Targets | 1 creature",
397"property | Duration | 1 minute",
398"rule",
399"text | <span style='font-size:8px'> A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save.",
400"bullet | <span style='font-size:8px'> <b>Success</b> The attacker is unaffected.",
401"bullet | <span style='font-size:8px'> <b>Failure</b> The attacker is blinded for 1 round.",
402"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The attacker is stunned for 1 round. The creature is temporarily immune until the end of its turn; this effect has the incapacitation trait."
403],
404"tags": [],
405"color": ""
406},
407{
408"count": 1,
409"title": "Collective Transposition",
410"contents": [
411"subtitle | Spell 6",
412"subtitle | Conjuration Teleportation",
413"rule",
414"property | Casting | [AA] S, V",
415"property | Targets | up to 2 creatures",
416"rule",
417"text | <span style='font-size:8px'> Area 30-foot emanation; Targets up to 2 creatures",
418"text | <span style='font-size:8px'> You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save.",
419"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target can teleport if it wants, but it chooses the destination within range.",
420"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected.",
421"bullet | <span style='font-size:8px'> <b>Failure</b> You teleport the target and choose its destination.",
422"text | <span style='font-size:8px'> Heightened (+1) The number of targets increases by 1."
423],
424"tags": [],
425"color": ""
426},
427{
428"count": 1,
429"title": "Color Spray",
430"contents": [
431"subtitle | Spell 1",
432"subtitle | Illusion Incapacitation Visual",
433"rule",
434"property | Casting | [AA] S, V",
435"property | Saving Throw | Will",
436"property | Duration | 1 or more rounds (see below)",
437"rule",
438"text | <span style='font-size:8px'> Swirling colors affect viewers based on their Will saves.",
439"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
440"bullet | <span style='font-size:8px'> <b>Success</b> The creature is dazzled for 1 round.",
441"bullet | <span style='font-size:8px'> <b>Failure</b> The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.",
442"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature is stunned for 1 round and blinded for 1 minute."
443],
444"tags": [],
445"color": ""
446},
447{
448"count": 1,
449"title": "Command",
450"contents": [
451"subtitle | Spell 1",
452"subtitle | Auditory Enchantment Linguistic Mental",
453"rule",
454"property | Casting | [AA] S, V",
455"property | Range | 30 feet",
456"property | Targets | 1 creature",
457"property | Saving Throw | Will",
458"property | Duration | until the end of the target’s next turn",
459"rule",
460"text | <span style='font-size:8px'> 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.",
461"bullet | <span style='font-size:8px'> <b>Success</b> The creature is unaffected.",
462"bullet | <span style='font-size:8px'> <b>Failure</b> For the first action on its next turn, the creature must use a single action to do as you command.",
463"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target must use all its actions on its next turn to obey your command.",
464"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> You can target up to 10 creatures."
465],
466"tags": [],
467"color": ""
468},
469{
470"count": 1,
471"title": "Comprehend Language",
472"contents": [
473"subtitle | Spell 2",
474"subtitle | Divination",
475"rule",
476"property | Casting | [AA] S, V",
477"property | Range | 30 feet",
478"property | Targets | 1 creature",
479"property | Duration | 1 hour",
480"rule",
481"text | <span style='font-size:8px'> The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.",
482"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> The target can also speak the language.",
483"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> You can target up to 10 creatures, and targets can also speak the language."
484],
485"tags": [],
486"color": ""
487},
488{
489"count": 1,
490"title": "Confusion",
491"contents": [
492"subtitle | Spell 4",
493"subtitle | Emotion Enchantment Mental",
494"rule",
495"property | Casting | [AA] S, V",
496"property | Range | 30 feet",
497"property | Targets | 1 creature",
498"property | Saving Throw | Will",
499"property | Duration | 1 minute",
500"rule",
501"text | <span style='font-size:8px'> You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target’s Will save. You can dismiss the spell.",
502"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
503"bullet | <span style='font-size:8px'> <b>Success</b> The target babbles incoherently and is stunned 1.",
504"bullet | <span style='font-size:8px'> <b>Failure</b> The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.",
505"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is confused for 1 minute, with no save to end early.",
506"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> You can target up to 10 creatures."
507],
508"tags": [],
509"color": ""
510},
511{
512"count": 1,
513"title": "Continual Flame",
514"contents": [
515"subtitle | Spell 2",
516"subtitle | Evocation Light",
517"rule",
518"property | Casting | [AAA] M, S, V; Cost 6 gp of ruby dust",
519"property | Range | touch",
520"property | Targets | 1 object",
521"property | Duration | unlimited",
522"rule",
523"text | <span style='font-size:8px'> A magical flame springs up from the object, as bright as a torch.",
524"text | <span style='font-size:8px'> It doesn’t need oxygen, react to water, or generate heat.",
525"text | <span style='font-size:8px'> Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th, 60 gp for 5th, 120 gp for 6th,; 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th."
526],
527"tags": [],
528"color": ""
529},
530{
531"count": 1,
532"title": "Crushing Despair",
533"contents": [
534"subtitle | Spell 5",
535"subtitle | Emotion Enchantment Mental",
536"rule",
537"property | Casting | [AA] S, V",
538"property | Saving Throw | Will",
539"property | Duration | 1 or more rounds",
540"rule",
541"text | <span style='font-size:8px'> You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.",
542"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
543"bullet | <span style='font-size:8px'> <b>Success</b> For 1 round, the creature can’t use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably.",
544"bullet | <span style='font-size:8px'> <b>Failure</b> As success, but the slowed 1 duration is 1 minute.",
545"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, and the creature is automatically slowed 1 for 1 minute.",
546"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The area increases to a 60-foot cone."
547],
548"tags": [],
549"color": ""
550},
551{
552"count": 1,
553"title": "Dancing Lights",
554"contents": [
555"subtitle | Cantrip 1",
556"subtitle | Cantrip Evocation Light",
557"rule",
558"property | Casting | [AA] S, V",
559"property | Range | 120 feet",
560"property | Duration | sustained",
561"rule",
562"text | <span style='font-size:8px'> You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of Lights up to 60 feet. Each Light must remain within 120 feet of you and within 10 feet of all others, or it winks out."
563],
564"tags": [],
565"color": ""
566},
567{
568"count": 1,
569"title": "Darkness",
570"contents": [
571"subtitle | Spell 2",
572"subtitle | Darkness Evocation",
573"rule",
574"property | Casting | [AAA] M, S, V",
575"property | Range | 120 feet",
576"property | Duration | 1 minute",
577"rule",
578"text | <span style='font-size:8px'> You create a shroud of darkness that prevents Light from penetrating or emanating within the area. Light does not enter the area and any non-magical Light sources, such as a torch or lantern, do not emanate any Light while inside the area, even if their Light radius would extend beyond the darkness.",
579"text | <span style='font-size:8px'> This also suppresses magical light of your darkness spell’s level or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.",
580"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed."
581],
582"tags": [],
583"color": ""
584},
585{
586"count": 1,
587"title": "Darkvision",
588"contents": [
589"subtitle | Spell 2",
590"subtitle | Divination",
591"rule",
592"property | Casting | [AA] S, V; Duration 1 hour",
593"property | Duration | 1 hour",
594"rule",
595"text | <span style='font-size:8px'> You grant yourself supernatural sight in areas of darkness.",
596"text | <span style='font-size:8px'> You gain darkvision.",
597"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> The spell’s range is touch and it targets 1 willing creature.",
598"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The spell’s range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations."
599],
600"tags": [],
601"color": ""
602},
603{
604"count": 1,
605"title": "Daze",
606"contents": [
607"subtitle | Cantrip 1",
608"subtitle | Cantrip Enchantment Mental Nonlethal",
609"rule",
610"property | Casting | [AA] S, V",
611"property | Range | 60 feet",
612"property | Targets | 1 creature",
613"property | Saving Throw | Will",
614"property | Duration | 1 round",
615"rule",
616"text | <span style='font-size:8px'> You cloud the target’s mind and daze it with a mental jolt.",
617"text | <span style='font-size:8px'> The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.",
618"text | <span style='font-size:8px'> Heightened (+2) The damage increases by 1d6."
619],
620"tags": [],
621"color": ""
622},
623{
624"count": 1,
625"title": "Deafness",
626"contents": [
627"subtitle | Spell 2",
628"subtitle | Necromancy",
629"rule",
630"property | Casting | [AA] S, V",
631"property | Range | 30 feet",
632"property | Targets | 1 creature",
633"property | Saving Throw | Fortitude",
634"rule",
635"text | <span style='font-size:8px'> The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute.",
636"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
637"bullet | <span style='font-size:8px'> <b>Success</b> The target is deafened for 1 round.",
638"bullet | <span style='font-size:8px'> <b>Failure</b> The target is deafened for 10 minutes.",
639"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is deafened permanently."
640],
641"tags": [],
642"color": ""
643},
644{
645"count": 1,
646"title": "Death Knell",
647"contents": [
648"subtitle | Spell 2",
649"subtitle | Attack Death Necromancy",
650"rule",
651"property | Casting | [AA] S, V",
652"property | Range | touch",
653"property | Targets | 1 living creature that has 0 HP",
654"property | Saving Throw | Will",
655"rule",
656"text | <span style='font-size:8px'> You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.",
657"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
658"bullet | <span style='font-size:8px'> <b>Success</b> The target’s dying value increases by 1.",
659"bullet | <span style='font-size:8px'> <b>Failure</b> The target dies."
660],
661"tags": [],
662"color": ""
663},
664{
665"count": 1,
666"title": "Death Ward",
667"contents": [
668"subtitle | Spell 5",
669"subtitle | Abjuration",
670"rule",
671"property | Casting | [AA] S, V",
672"property | Range | touch",
673"property | Targets | 1 living creature touched Duration 10 minutes",
674"property | Duration | 10 minutes",
675"rule",
676"text | <span style='font-size:8px'> You shield a creature from the ravages of negative energy.",
677"text | <span style='font-size:8px'> It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition."
678],
679"tags": [],
680"color": ""
681},
682{
683"count": 1,
684"title": "Detect Alignment",
685"contents": [
686"subtitle | Spell 1subtitle | Spell or Item Level Effect Level Aura Strength 0-5 — None 6-10 0-3 Faint 11-15 4-7 Moderate 16-20 8-9 Powerful 21+ 10 Overwhelming",
687"subtitle | Uncommon Detection Divination",
688"rule",
689"property | Casting | [AA] S, V",
690"rule",
691"text | <span style='font-size:8px'> Area 30-foot emanation",
692"text | <span style='font-size:8px'> 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.",
693"text | <span style='font-size:8px'> Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.",
694"description | <span style='font-size:8px'> Heightened (2nd) | <span style='font-size:8px'> You learn each aura’s location and strength.",
695"text | <span style='font-size:8px'> The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example).",
696"text | <span style='font-size:8px'> Creature or Spell or Item Level Effect Level Aura Strength 0-5 — None 6-10 0-3 Faint 11-15 4-7 Moderate 16-20 8-9 Powerful 21+ 10 Overwhelming"
697],
698"tags": [],
699"color": ""
700},
701{
702"count": 1,
703"title": "Detect Magic",
704"contents": [
705"subtitle | Cantrip 1",
706"subtitle | Cantrip Detection Divination",
707"rule",
708"property | Casting | [AA] S, V",
709"rule",
710"text | <span style='font-size:8px'> Area 30-foot emanation",
711"text | <span style='font-size:8px'> You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic.",
712"text | <span style='font-size:8px'> You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.",
713"text | <span style='font-size:8px'> 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.",
714"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.",
715"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)."
716],
717"tags": [],
718"color": ""
719},
720{
721"count": 1,
722"title": "Detect Scrying",
723"contents": [
724"subtitle | Spell 4",
725"subtitle | Uncommon Detection Divination",
726"rule",
727"property | Casting | [AA] S, V",
728"property | Duration | 1 hour",
729"rule",
730"text | <span style='font-size:8px'> Area 30-foot emanation; Duration 1 hour",
731"text | <span style='font-size:8px'> By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.",
732"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The duration is until the next time you make your daily preparations."
733],
734"tags": [],
735"color": ""
736},
737{
738"count": 1,
739"title": "Dimension Door",
740"contents": [
741"subtitle | Spell 4",
742"subtitle | Conjuration Teleportation",
743"rule",
744"property | Casting | [AA] S, V",
745"property | Range | 120 feet",
746"rule",
747"text | <span style='font-size:8px'> Opening a door that bypasses normal space, you instantly transport yourself and any items you’re wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you’re carrying it in an Extradimensional container—the spell is lost.",
748"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The range increases to 1 mile. You don’t need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour."
749],
750"tags": [],
751"color": ""
752},
753{
754"count": 1,
755"title": "Dimensional Anchor",
756"contents": [
757"subtitle | Spell 4",
758"subtitle | Abjuration",
759"rule",
760"property | Casting | [AA] S, V",
761"property | Range | 30 feet",
762"property | Targets | 1 creature",
763"property | Saving Throw | Will",
764"property | Duration | varies",
765"rule",
766"text | <span style='font-size:8px'> You interfere with the target’s ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target’s Will save.",
767"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
768"bullet | <span style='font-size:8px'> <b>Success</b> The effect’s duration is 1 minute.",
769"bullet | <span style='font-size:8px'> <b>Failure</b> The effect’s duration is 10 minutes.",
770"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The effect’s duration is 1 hour."
771],
772"tags": [],
773"color": ""
774},
775{
776"count": 1,
777"title": "Dimensional Lock",
778"contents": [
779"subtitle | Spell 7",
780"subtitle | Uncommon Abjuration",
781"rule",
782"property | Casting | [AA] S, V",
783"property | Range | 120 feet",
784"property | Duration | 1 day",
785"rule",
786"text | <span style='font-size:8px'> You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to Extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn’t stop the creature from departing when the summoning ends."
787],
788"tags": [],
789"color": ""
790},
791{
792"count": 1,
793"title": "Disappearance",
794"contents": [
795"subtitle | Spell 8",
796"subtitle | Illusion",
797"rule",
798"property | Casting | [AA] M, S",
799"property | Range | touch",
800"property | Targets | 1 creature",
801"property | Duration | 10 minutes",
802"rule",
803"text | <span style='font-size:8px'> You shroud a creature from others’ senses. The target becomes undetected, not just to sight but to all senses, allowing the target to count as invisible no matter what precise and imprecise senses an observer might have. It’s still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature."
804],
805"tags": [],
806"color": ""
807},
808{
809"count": 1,
810"title": "Discern Lies",
811"contents": [
812"subtitle | Spell 4",
813"subtitle | Uncommon Divination Mental Revelation",
814"rule",
815"property | Casting | [AA] S, V; Duration 10 minutes",
816"property | Duration | 10 minutes",
817"rule",
818"text | <span style='font-size:8px'> Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies."
819],
820"tags": [],
821"color": ""
822},
823{
824"count": 1,
825"title": "Discern Location",
826"contents": [
827"subtitle | Spell 8",
828"subtitle | Uncommon Detection Divination",
829"rule",
830"property | Casting | 10 minutes (M, S, V)",
831"property | Range | unlimited",
832"property | Targets | 1 creature or object",
833"rule",
834"text | <span style='font-size:8px'> You learn the name of the target’s exact location (including the building, community, and country) and plane of existence.",
835"text | <span style='font-size:8px'> You can target a creature only if you’ve seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it."
836],
837"tags": [],
838"color": ""
839},
840{
841"count": 1,
842"title": "Dispel Magic",
843"contents": [
844"subtitle | Spell 2",
845"subtitle | Abjuration",
846"rule",
847"property | Casting | [AA] S, V",
848"property | Range | 120 feet",
849"property | Targets | 1 spell effect or unattended magic item",
850"rule",
851"text | <span style='font-size:8px'> You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties.",
852"text | <span style='font-size:8px'> If the target is an artifact or similar item, you automatically fail."
853],
854"tags": [],
855"color": ""
856},
857{
858"count": 1,
859"title": "Dominate",
860"contents": [
861"subtitle | Spell 6",
862"subtitle | Uncommon Enchantment Incapacitation Mental",
863"rule",
864"property | Casting | [AA] S, V",
865"property | Range | 30 feet",
866"property | Targets | 1 creature",
867"property | Saving Throw | Will",
868"property | Duration | until the next time you make your daily preparations",
869"rule",
870"text | <span style='font-size:8px'> You take command of the target, forcing it to obey your orders.",
871"text | <span style='font-size:8px'> If you issue an obviously self-destructive order, the target doesn’t act until you issue a new order. The effect depends on its Will save.",
872"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
873"bullet | <span style='font-size:8px'> <b>Success</b> The target is stunned 1 as it fights off your commands.",
874"bullet | <span style='font-size:8px'> <b>Failure</b> The target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends.",
875"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.",
876"description | <span style='font-size:8px'> Heightened (10th) | <span style='font-size:8px'> The duration is unlimited."
877],
878"tags": [],
879"color": ""
880},
881{
882"count": 1,
883"title": "Dream Council",
884"contents": [
885"subtitle | Spell 8",
886"subtitle | Illusion Mental Sleep",
887"rule",
888"property | Casting | 10 minutes (S, V)",
889"property | Range | planetary",
890"property | Targets | up to 12 creatures you know by name and have met in person",
891"property | Duration | 1 hour",
892"rule",
893"text | <span style='font-size:8px'> When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don’t choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends."
894],
895"tags": [],
896"color": ""
897},
898{
899"count": 1,
900"title": "Dream Message",
901"contents": [
902"subtitle | Spell 3",
903"subtitle | Enchantment Mental",
904"rule",
905"property | Casting | 10 minutes (S, V)",
906"property | Range | planetary",
907"property | Targets | 1 creature you know by name and have met in person",
908"property | Duration | 1 day",
909"rule",
910"text | <span style='font-size:8px'> You send a message to your target’s dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.",
911"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually."
912],
913"tags": [],
914"color": ""
915},
916{
917"count": 1,
918"title": "Dreaming Potential",
919"contents": [
920"subtitle | Spell 5",
921"subtitle | Enchantment Mental",
922"rule",
923"property | Casting | 10 minutes (M, S, V)",
924"property | Range | touch",
925"property | Targets | 1 willing sleeping creature",
926"property | Duration | 8 hours",
927"rule",
928"text | <span style='font-size:8px'> You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can’t use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can’t access within the dream."
929],
930"tags": [],
931"color": ""
932},
933{
934"count": 1,
935"title": "Duplicate Foe",
936"contents": [
937"subtitle | Spell 7",
938"subtitle | Conjuration",
939"rule",
940"property | Casting | [AAA] M, S, V",
941"property | Range | 30 feet",
942"property | Targets | 1 enemy of level 15 or lower",
943"property | Saving Throw | Fortitude",
944"property | Duration | sustained up to 1 minute",
945"rule",
946"text | <span style='font-size:8px'> You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target’s attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target’s special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon Potency Runes.",
947"text | <span style='font-size:8px'> The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target’s normal damage but don’t apply added effects, since it doesn’t have special abilities. The spell automatically ends if the duplicate’s Hit Points drop to 0.",
948"text | <span style='font-size:8px'> The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command.",
949"text | <span style='font-size:8px'> The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It’s not a living creature, and it can never regain its lost Hit Points in any way.",
950"bullet | <span style='font-size:8px'> <b>Critical Success</b> You fail to create a duplicate.",
951"bullet | <span style='font-size:8px'> <b>Success</b> The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.",
952"bullet | <span style='font-size:8px'> <b>Failure</b> The duplicate works as described.",
953"text | <span style='font-size:8px'> Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP."
954],
955"tags": [],
956"color": ""
957},
958{
959"count": 1,
960"title": "Energy Aegis",
961"contents": [
962"subtitle | Spell 7",
963"subtitle | Abjuration",
964"rule",
965"property | Casting | 1 minute (M, S, V)",
966"property | Range | touch",
967"property | Targets | 1 creature",
968"property | Duration | 24 hours",
969"rule",
970"text | <span style='font-size:8px'> You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and Sonic damage.",
971"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> The resistances increase to 10."
972],
973"tags": [],
974"color": ""
975},
976{
977"count": 1,
978"title": "Enthrall",
979"contents": [
980"subtitle | Spell 3",
981"subtitle | Auditory Enchantment Emotion",
982"rule",
983"property | Casting | [AA] S, V",
984"property | Range | 120 feet",
985"property | Targets | all creatures in range",
986"property | Saving Throw | Will",
987"property | Duration | sustained",
988"rule",
989"text | <span style='font-size:8px'> Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying.",
990"text | <span style='font-size:8px'> Each creature that comes within range has to attempt a save when you Sustain the Spell. If you’re speaking, enthrall gains the linguistic trait.",
991"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected and notices that you tried to use magic.",
992"bullet | <span style='font-size:8px'> <b>Success</b> The target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled).",
993"bullet | <span style='font-size:8px'> <b>Failure</b> The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.",
994"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but the target can’t attempt a save to end the fascination if it disagrees with you."
995],
996"tags": [],
997"color": ""
998},
999{
1000"count": 1,
1001"title": "Ethereal Jaunt",
1002"contents": [
1003"subtitle | Spell 7",
1004"subtitle | Uncommon Conjuration Teleportation",
1005"rule",
1006"property | Casting | [AA] S, V; Duration sustained up to 1 minute",
1007"property | Duration | sustained up to 1 minute",
1008"rule",
1009"text | <span style='font-size:8px'> You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can’t see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down).",
1010"text | <span style='font-size:8px'> You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can’t affect the Material Plane, and you can’t be affected by the Material Plane except by force effects and abjurations originating there.",
1011"text | <span style='font-size:8px'> When the spell ends, you return to the Material Plane. If you’re in the air, you fall (unless you can fly), and if you’re inside an object, you’re pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.",
1012"text | <span style='font-size:8px'> If you cast this spell when not on the Material Plane, it is lost.",
1013"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes."
1014],
1015"tags": [],
1016"color": ""
1017},
1018{
1019"count": 1,
1020"title": "Fabricated Truth",
1021"contents": [
1022"subtitle | Spell 10",
1023"subtitle | Enchantment Incapacitation Mental",
1024"rule",
1025"property | Casting | [AAA] M, S, V",
1026"property | Range | 100 feet",
1027"property | Targets | up to 5 creatures",
1028"property | Saving Throw | Will",
1029"property | Duration | varies",
1030"rule",
1031"text | <span style='font-size:8px'> Choose a single statement you want the targets to believe. The fact could be narrow, such as”a dragon is circling overhead and wants to kill me”; wide-reaching, such as”all humanoids are disguised abominations”; or conceptual, such as”if I don’t live a kinder life, I’ll be punished in the afterlife.” The targets’ experiences color how they react to this”truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation.",
1032"text | <span style='font-size:8px'> The effect of the spell depends on the targets’ Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target’s saving throw can’t be worse than a success.",
1033"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target doesn’t believe the statement, and it knows you tried to trick it.",
1034"bullet | <span style='font-size:8px'> <b>Success</b> The target doesn’t believe the statement or realize you tried to trick it.",
1035"bullet | <span style='font-size:8px'> <b>Failure</b> The target believes the statement for a duration of 1 week.",
1036"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target believes the statement with unlimited duration."
1037],
1038"tags": [],
1039"color": ""
1040},
1041{
1042"count": 1,
1043"title": "Faerie Fire",
1044"contents": [
1045"subtitle | Spell 2",
1046"subtitle | Evocation Light",
1047"rule",
1048"property | Casting | [AA] S, V",
1049"property | Range | 120 feet",
1050"property | Duration | 5 minutes",
1051"rule",
1052"text | <span style='font-size:8px'> All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can’t be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected."
1053],
1054"tags": [],
1055"color": ""
1056},
1057{
1058"count": 1,
1059"title": "False Life",
1060"contents": [
1061"subtitle | Spell 2",
1062"subtitle | Necromancy",
1063"rule",
1064"property | Casting | [AA] S, V; Duration 8 hours",
1065"property | Duration | 8 hours",
1066"rule",
1067"text | <span style='font-size:8px'> You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.",
1068"text | <span style='font-size:8px'> Heightened (+1) The temporary Hit Points increase by 3."
1069],
1070"tags": [],
1071"color": ""
1072},
1073{
1074"count": 1,
1075"title": "False Vision",
1076"contents": [
1077"subtitle | Spell 5",
1078"subtitle | Uncommon Illusion",
1079"rule",
1080"property | Casting | 10 minutes (M, S, V)",
1081"property | Range | touch",
1082"property | Duration | until the next time you make your daily preparations",
1083"rule",
1084"text | <span style='font-size:8px'> You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they’re successful, they can’t learn what’s truly going on in the area."
1085],
1086"tags": [],
1087"color": ""
1088},
1089{
1090"count": 1,
1091"title": "Fear",
1092"contents": [
1093"subtitle | Spell 1",
1094"subtitle | Emotion Enchantment Fear Mental",
1095"rule",
1096"property | Casting | [AA] S, V",
1097"property | Range | 30 feet",
1098"property | Targets | 1 creature",
1099"property | Saving Throw | Will",
1100"property | Duration | varies",
1101"rule",
1102"text | <span style='font-size:8px'> You plant fear in the target; it must attempt a Will save.",
1103"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
1104"bullet | <span style='font-size:8px'> <b>Success</b> The target is frightened 1.",
1105"bullet | <span style='font-size:8px'> <b>Failure</b> The target is frightened 2.",
1106"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is frightened 3 and fleeing for 1 round.",
1107"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You can target up to five creatures."
1108],
1109"tags": [],
1110"color": ""
1111},
1112{
1113"count": 1,
1114"title": "Feeblemind",
1115"contents": [
1116"subtitle | Spell 6",
1117"subtitle | Curse Enchantment Incapacitation Mental",
1118"rule",
1119"property | Casting | [AA] S, V",
1120"property | Range | 30 feet",
1121"property | Targets | 1 creature",
1122"property | Saving Throw | Will",
1123"property | Duration | varies",
1124"rule",
1125"text | <span style='font-size:8px'> You drastically reduce the target’s mental faculties. The target must attempt a Will save.",
1126"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
1127"bullet | <span style='font-size:8px'> <b>Success</b> The target is stupefied 2 for 1 round.",
1128"bullet | <span style='font-size:8px'> <b>Failure</b> The target is stupefied 4 with an unlimited duration.",
1129"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target’s intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as -5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM’s control."
1130],
1131"tags": [],
1132"color": ""
1133},
1134{
1135"count": 1,
1136"title": "Floating Disk",
1137"contents": [
1138"subtitle | Spell 1",
1139"subtitle | Conjuration Force",
1140"rule",
1141"property | Casting | [AA] S, V; Duration 8 hours",
1142"property | Duration | 8 hours",
1143"rule",
1144"text | <span style='font-size:8px'> A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.",
1145"text | <span style='font-size:8px'> The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk."
1146],
1147"tags": [],
1148"color": ""
1149},
1150{
1151"count": 1,
1152"title": "Fly",
1153"contents": [
1154"subtitle | Spell 4",
1155"subtitle | Transmutation",
1156"rule",
1157"property | Casting | [AA] S, V",
1158"property | Range | touch",
1159"property | Targets | 1 creature",
1160"property | Duration | 5 minutes",
1161"rule",
1162"text | <span style='font-size:8px'> The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.",
1163"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The duration increases to 1 hour."
1164],
1165"tags": [],
1166"color": ""
1167},
1168{
1169"count": 1,
1170"title": "Forbidding Ward",
1171"contents": [
1172"subtitle | Cantrip 1",
1173"subtitle | Abjuration Cantrip",
1174"rule",
1175"property | Casting | [AA] S, V",
1176"property | Range | 30 feet",
1177"property | Targets | 1 ally and 1 enemy",
1178"property | Duration | sustained up to 1 minute",
1179"rule",
1180"text | <span style='font-size:8px'> You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.",
1181"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The status bonus increases to +2."
1182],
1183"tags": [],
1184"color": ""
1185},
1186{
1187"count": 1,
1188"title": "Foresight",
1189"contents": [
1190"subtitle | Spell 9",
1191"subtitle | Divination Mental Prediction",
1192"rule",
1193"property | Casting | [AA] S, V",
1194"property | Range | touch",
1195"property | Targets | 1 creature",
1196"property | Duration | 1 hour",
1197"rule",
1198"text | <span style='font-size:8px'> You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. Due to the amount of information this spell requires you to process, you can’t have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn’t flat-footed against undetected creatures or when flanked. In addition, you gain the following reaction.",
1199"text | <span style='font-size:8px'> Foresight [reaction] Trigger The target of foresight defends against a hostile creature or other danger. Effect If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the fortune trait. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the misfortune trait."
1200],
1201"tags": [],
1202"color": ""
1203},
1204{
1205"count": 1,
1206"title": "Gaseous Form",
1207"contents": [
1208"subtitle | Spell 4",
1209"subtitle | Polymorph Transmutation",
1210"rule",
1211"property | Casting | [AA] S, V",
1212"property | Range | touch",
1213"property | Targets | 1 willing creature",
1214"property | Duration | 5 minutes",
1215"rule",
1216"text | <span style='font-size:8px'> The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC.",
1217"text | <span style='font-size:8px'> It gains resistance 8 to physical damage and is immune to precision damage. It can’t cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell."
1218],
1219"tags": [],
1220"color": ""
1221},
1222{
1223"count": 1,
1224"title": "Gate",
1225"contents": [
1226"subtitle | Spell 10",
1227"subtitle | Uncommon Conjuration Teleportation",
1228"rule",
1229"property | Casting | [AA] S, V",
1230"property | Range | 120 feet",
1231"property | Duration | sustained up to 1 minute",
1232"rule",
1233"text | <span style='font-size:8px'> You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination’s location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming."
1234],
1235"tags": [],
1236"color": ""
1237},
1238{
1239"count": 1,
1240"title": "Gentle Repose",
1241"contents": [
1242"subtitle | Spell 2",
1243"subtitle | Necromancy",
1244"rule",
1245"property | Casting | [AA] S, V",
1246"property | Range | touch",
1247"property | Targets | 1 corpse",
1248"property | Duration | until the next time you make your daily preparations",
1249"rule",
1250"text | <span style='font-size:8px'> The targeted corpse doesn’t decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.",
1251"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The spell’s duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp)."
1252],
1253"tags": [],
1254"color": ""
1255},
1256{
1257"count": 1,
1258"title": "Ghost Sound",
1259"contents": [
1260"subtitle | Cantrip 1",
1261"subtitle | Auditory Cantrip Illusion",
1262"rule",
1263"property | Casting | [AA] S, V",
1264"property | Range | 30 feet",
1265"property | Duration | sustained",
1266"rule",
1267"text | <span style='font-size:8px'> You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting.",
1268"text | <span style='font-size:8px'> The sounds emanate from a square you designate within range. You can’t create intelligible words or other intricate sounds (such as music).",
1269"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> The range increases to 60 feet.",
1270"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The range increases to 120 feet."
1271],
1272"tags": [],
1273"color": ""
1274},
1275{
1276"count": 1,
1277"title": "Ghostly Weapon",
1278"contents": [
1279"subtitle | Spell 3",
1280"subtitle | Transmutation",
1281"rule",
1282"property | Casting | [AA] S, V",
1283"property | Range | touch",
1284"property | Targets | 1 non-magical weapon that is either unattended or wielded by you or a willing ally",
1285"property | Duration | 5 minutes",
1286"rule",
1287"text | <span style='font-size:8px'> The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property Rune."
1288],
1289"tags": [],
1290"color": ""
1291},
1292{
1293"count": 1,
1294"title": "Ghoulish Cravings",
1295"contents": [
1296"subtitle | Spell 2",
1297"subtitle | Attack Disease Evil Necromancy",
1298"rule",
1299"property | Casting | [AA] S, V",
1300"property | Range | touch",
1301"property | Targets | 1 creature",
1302"property | Saving Throw | Fortitude",
1303"rule",
1304"text | <span style='font-size:8px'> You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to Positive energy; the target must attempt a Fortitude save.",
1305"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
1306"bullet | <span style='font-size:8px'> <b>Success</b> The target is afflicted with ghoul fever at stage 1.",
1307"bullet | <span style='font-size:8px'> <b>Failure</b> The target is afflicted with ghoul fever at stage 2.",
1308"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is afflicted with ghoul fever at stage 3.",
1309"text | <span style='font-size:8px'> Ghoul Fever (disease); Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all Healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from Healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight"
1310],
1311"tags": [],
1312"color": ""
1313},
1314{
1315"count": 1,
1316"title": "Glibness",
1317"contents": [
1318"subtitle | Spell 4",
1319"subtitle | Uncommon Enchantment Mental",
1320"rule",
1321"property | Casting | [AA] S, V; Duration 10 minutes",
1322"property | Duration | 10 minutes",
1323"rule",
1324"text | <span style='font-size:8px'> Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if you’re untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half."
1325],
1326"tags": [],
1327"color": ""
1328},
1329{
1330"count": 1,
1331"title": "Globe of Invulnerability",
1332"contents": [
1333"subtitle | Spell 4",
1334"subtitle | Uncommon Abjuration",
1335"rule",
1336"property | Casting | [AA] S, V",
1337"property | Duration | 10 minutes",
1338"rule",
1339"text | <span style='font-size:8px'> Area 10-foot burst centered on one corner of your space; Duration 10 minutes",
1340"text | <span style='font-size:8px'> You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don’t pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast)."
1341],
1342"tags": [],
1343"color": ""
1344},
1345{
1346"count": 1,
1347"title": "Glyph of Warding",
1348"contents": [
1349"subtitle | Spell 3",
1350"subtitle | Abjuration",
1351"rule",
1352"property | Casting | 10 minutes (M, S, V)",
1353"property | Range | touch",
1354"property | Targets | 1 container or a 10-foot-by-10-foot area",
1355"property | Duration | unlimited",
1356"rule",
1357"text | <span style='font-size:8px'> You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn’t speak the password or that matches the trigger activates the glyph, releasing the harmful spell within.",
1358"text | <span style='font-size:8px'> Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding’s duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the",
1359"text | <span style='font-size:8px'> Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed.",
1360"text | <span style='font-size:8px'> You can dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier."
1361],
1362"tags": [],
1363"color": ""
1364},
1365{
1366"count": 1,
1367"title": "Grim Tendrils",
1368"contents": [
1369"subtitle | Spell 1",
1370"subtitle | Necromancy Negative",
1371"rule",
1372"property | Casting | [AA] S, V",
1373"property | Saving Throw | Fortitude",
1374"rule",
1375"text | <span style='font-size:8px'> Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.",
1376"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
1377"bullet | <span style='font-size:8px'> <b>Success</b> The creature takes half the negative damage and no persistent bleed damage.",
1378"bullet | <span style='font-size:8px'> <b>Failure</b> The creature takes full damage.",
1379"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature takes double negative damage and double persistent bleed damage.",
1380"text | <span style='font-size:8px'> Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1."
1381],
1382"tags": [],
1383"color": ""
1384},
1385{
1386"count": 1,
1387"title": "Guidance",
1388"contents": [
1389"subtitle | Cantrip 1",
1390"subtitle | Cantrip Divination",
1391"rule",
1392"property | Casting | [A] V",
1393"property | Range | 30 feet",
1394"property | Targets | 1 creature",
1395"property | Duration | until the start of your next turn",
1396"rule",
1397"text | <span style='font-size:8px'> You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling.",
1398"text | <span style='font-size:8px'> If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour."
1399],
1400"tags": [],
1401"color": ""
1402},
1403{
1404"count": 1,
1405"title": "Hallucination",
1406"contents": [
1407"subtitle | Spell 5",
1408"subtitle | Illusion Incapacitation Mental",
1409"rule",
1410"property | Casting | [AA] M, S",
1411"property | Range | 30 feet",
1412"property | Targets | 1 creature",
1413"property | Duration | 1 hour",
1414"rule",
1415"text | <span style='font-size:8px'> The target consistently detects one thing as another, can’t detect something that’s there, or detects something that’s not there, though it doesn’t alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn’t, or see a tower in the center of town.",
1416"text | <span style='font-size:8px'> The target can attempt an initial Will save, with effects below.",
1417"text | <span style='font-size:8px'> They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.",
1418"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
1419"bullet | <span style='font-size:8px'> <b>Success</b> The creature perceives what you chose until it disbelieves, but it knows what the hallucination is.",
1420"bullet | <span style='font-size:8px'> <b>Failure</b> The creature perceives what you chose until it disbelieves.",
1421"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a -4 circumstance penalty to saves to disbelieve.",
1422"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> Choose to either target up to 10 creatures or change the spell’s duration to until the next time you make your daily preparations.",
1423"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> Choose to either target any number of creatures or change the spell’s duration to unlimited."
1424],
1425"tags": [],
1426"color": ""
1427},
1428{
1429"count": 1,
1430"title": "Hallucinatory Terrain",
1431"contents": [
1432"subtitle | Spell 4",
1433"subtitle | Uncommon Illusion",
1434"rule",
1435"property | Casting | 10 minutes (M, S, V)",
1436"property | Range | 500 feet",
1437"property | Duration | until the next time you make your daily preparations",
1438"rule",
1439"text | <span style='font-size:8px'> You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn’t disguise any structures or creatures in the area.",
1440"text | <span style='font-size:8px'> Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.",
1441"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> Your image can also disguise structures or create illusory structures (but still doesn’t disguise creatures)."
1442],
1443"tags": [],
1444"color": ""
1445},
1446{
1447"count": 1,
1448"title": "Haste",
1449"contents": [
1450"subtitle | Spell 3",
1451"subtitle | Transmutation",
1452"rule",
1453"property | Casting | [AA] S, V",
1454"property | Range | 30 feet",
1455"property | Targets | 1 creature",
1456"property | Duration | 1 minute",
1457"rule",
1458"text | <span style='font-size:8px'> Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.",
1459"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> You can target up to 6 creatures."
1460],
1461"tags": [],
1462"color": ""
1463},
1464{
1465"count": 1,
1466"title": "Heroism",
1467"contents": [
1468"subtitle | Spell 3",
1469"subtitle | Enchantment Mental",
1470"rule",
1471"property | Casting | [AA] S, V",
1472"property | Range | touch",
1473"property | Targets | 1 humanoid creature",
1474"property | Duration | 10 minutes",
1475"rule",
1476"text | <span style='font-size:8px'> You tap into the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.",
1477"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The status bonus increases to +2.",
1478"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> The status bonus increases to +3."
1479],
1480"tags": [],
1481"color": ""
1482},
1483{
1484"count": 1,
1485"title": "Hideous Laughter",
1486"contents": [
1487"subtitle | Spell 2",
1488"subtitle | Emotion Enchantment Mental",
1489"rule",
1490"property | Casting | [AA] S, V",
1491"property | Range | 30 feet",
1492"property | Targets | 1 living creature",
1493"property | Saving Throw | Will",
1494"property | Duration | sustained",
1495"rule",
1496"text | <span style='font-size:8px'> The target is overtaken with uncontrollable laughter. It must attempt a Will save.",
1497"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
1498"bullet | <span style='font-size:8px'> <b>Success</b> The target is plagued with uncontrollable laugher. It can’t use reactions.",
1499"bullet | <span style='font-size:8px'> <b>Failure</b> The target is slowed 1 and can’t use reactions.",
1500"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target falls prone and can’t use actions or reactions for 1 round. It then suffers the failure effects."
1501],
1502"tags": [],
1503"color": ""
1504},
1505{
1506"count": 1,
1507"title": "Humanoid Form",
1508"contents": [
1509"subtitle | Spell 2",
1510"subtitle | Polymorph Transmutation",
1511"rule",
1512"property | Casting | [AA] S, V; Duration 10 minutes",
1513"property | Duration | 10 minutes",
1514"rule",
1515"text | <span style='font-size:8px'> You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature’s kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn’t change your statistics in any way, and you don’t gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form.",
1516"text | <span style='font-size:8px'> If items leave your person, they return to their usual size.",
1517"text | <span style='font-size:8px'> Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you’re untrained, but you can’t make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won’t factor in the difference in ancestry when determining the DC of your Deception check. You can dismiss this spell.",
1518"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You gain darkvision or Low-light vision if the form you assume has that ability.",
1519"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell."
1520],
1521"tags": [],
1522"color": ""
1523},
1524{
1525"count": 1,
1526"title": "Hypercognition",
1527"contents": [
1528"subtitle | Spell 3",
1529"subtitle | Divination",
1530"rule",
1531"property | Casting | [A] V",
1532"rule",
1533"text | <span style='font-size:8px'> You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions, you can’t use any special abilities, reactions, or free actions that trigger when you Recall Knowledge."
1534],
1535"tags": [],
1536"color": ""
1537},
1538{
1539"count": 1,
1540"title": "Hypnotic Pattern",
1541"contents": [
1542"subtitle | Spell 3",
1543"subtitle | Illusion Visual",
1544"rule",
1545"property | Casting | [AA] M, S",
1546"property | Range | 120 feet",
1547"property | Saving Throw | Will",
1548"property | Duration | sustained up to 1 minute",
1549"rule",
1550"text | <span style='font-size:8px'> You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn’t attempt new saves.",
1551"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected.",
1552"bullet | <span style='font-size:8px'> <b>Failure</b> The target is fascinated by the pattern.",
1553"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is fascinated by the pattern. While it remains fascinated, it can’t use reactions."
1554],
1555"tags": [],
1556"color": ""
1557},
1558{
1559"count": 1,
1560"title": "Illusory Creature",
1561"contents": [
1562"subtitle | Spell 2",
1563"subtitle | Auditory Illusion Visual",
1564"rule",
1565"property | Casting | [AA] S, V",
1566"property | Range | 500 feet",
1567"property | Duration | sustained",
1568"rule",
1569"text | <span style='font-size:8px'> You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.",
1570"text | <span style='font-size:8px'> The image can’t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you’re trying to imitate a specific person and engage with someone that person knows.",
1571"text | <span style='font-size:8px'> In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.",
1572"text | <span style='font-size:8px'> The illusion can cause damage by making the target believe the illusion’s attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect.",
1573"text | <span style='font-size:8px'> The illusion’s Strikes are nonlethal. If the damage doesn’t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.",
1574"text | <span style='font-size:8px'> Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.",
1575"text | <span style='font-size:8px'> When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn’t take any further damage from it.",
1576"text | <span style='font-size:8px'> Heightened (+1) The damage of the image’s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)."
1577],
1578"tags": [],
1579"color": ""
1580},
1581{
1582"count": 1,
1583"title": "Illusory Disguise",
1584"contents": [
1585"subtitle | Spell 1",
1586"subtitle | Illusion Visual",
1587"rule",
1588"property | Casting | [AA] S, V; Duration 1 hourproperty | Casting | Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained. You can dismiss this spell.",
1589"property | Duration | 1 hour",
1590"rule",
1591"description | <span style='font-size:8px'> Heightened (2nd) | <span style='font-size:8px'> The spell also disguises your voice and scent, and it gains the auditory trait.",
1592"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait."
1593],
1594"tags": [],
1595"color": ""
1596},
1597{
1598"count": 1,
1599"title": "Illusory Object",
1600"contents": [
1601"subtitle | Spell 1",
1602"subtitle | Illusion Visual",
1603"rule",
1604"property | Casting | [AA] S, V",
1605"property | Range | 500 feet",
1606"property | Duration | 10 minutes",
1607"rule",
1608"text | <span style='font-size:8px'> You create an illusory visual image of a stationary object.",
1609"text | <span style='font-size:8px'> The entire image must fit within the spell’s area. The object appears to animate naturally, but it doesn’t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be Silent.",
1610"text | <span style='font-size:8px'> Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.",
1611"description | <span style='font-size:8px'> Heightened (2nd) | <span style='font-size:8px'> Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.",
1612"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> As the 2nd-level version, but the duration is unlimited."
1613],
1614"tags": [],
1615"color": ""
1616},
1617{
1618"count": 1,
1619"title": "Illusory Scene",
1620"contents": [
1621"subtitle | Spell 5",
1622"subtitle | Auditory Illusion Visual",
1623"rule",
1624"property | Casting | 10 minutes (S, V)",
1625"property | Range | 500 feet",
1626"property | Duration | 1 hour",
1627"rule",
1628"text | <span style='font-size:8px'> You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell’s area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn’t include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.",
1629"text | <span style='font-size:8px'> When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it’s hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You’re unable to alter the program after you create the illusion.",
1630"text | <span style='font-size:8px'> Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.",
1631"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.",
1632"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> As the 6th-level version, and the duration is unlimited."
1633],
1634"tags": [],
1635"color": ""
1636},
1637{
1638"count": 1,
1639"title": "Spell Immunity",
1640"contents": [
1641"subtitle | Spell 4subtitle | Spell immunity attempts to counteract that spell whenever spell immunity‘s target is the target of the named spell or in that spell’s area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.",
1642"subtitle | Abjuration",
1643"rule",
1644"property | Casting | [AA] S, V",
1645"property | Range | touch",
1646"property | Targets | 1 creature",
1647"property | Duration | 24 hours",
1648"rule",
1649"text | <span style='font-size:8px'> You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity‘s target is the target of the named spell or in that spell’s area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity."
1650],
1651"tags": [],
1652"color": ""
1653},
1654{
1655"count": 1,
1656"title": "Invisibility",
1657"contents": [
1658"subtitle | Spell 2",
1659"subtitle | Illusion",
1660"rule",
1661"property | Casting | [AA] M, S",
1662"property | Range | touch",
1663"property | Targets | 1 creature",
1664"property | Duration | 10 minutes",
1665"rule",
1666"text | <span style='font-size:8px'> Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.",
1667"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The spell lasts 1 minute, but it doesn’t end if the target uses a hostile action."
1668],
1669"tags": [],
1670"color": ""
1671},
1672{
1673"count": 1,
1674"title": "Invisibility Sphere",
1675"contents": [
1676"subtitle | Spell 3",
1677"subtitle | Illusion",
1678"rule",
1679"property | Casting | [AA] M, S",
1680"property | Targets | you and any number of creatures in range",
1681"property | Duration | 10 minutes",
1682"rule",
1683"text | <span style='font-size:8px'> Area 10-foot emanation; Targets you and any number of creatures in range; Duration 10 minutes",
1684"text | <span style='font-size:8px'> You and all targets are invisible except to each other as long as you remain within the spell’s area. If a creature made invisible by this spell leaves the spell’s area, it becomes visible and remains so even if it returns to the spell’s area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed.",
1685"text | <span style='font-size:8px'> While exploring, it’s easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.",
1686"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The duration increases to 1 hour."
1687],
1688"tags": [],
1689"color": ""
1690},
1691{
1692"count": 1,
1693"title": "Item Facade",
1694"contents": [
1695"subtitle | Spell 1",
1696"subtitle | Illusion Visual",
1697"rule",
1698"property | Casting | [AA] S, V",
1699"property | Range | touch",
1700"property | Targets | 1 object no more than 10 feet by 10 feet by 10 feet",
1701"property | Duration | 1 hour",
1702"rule",
1703"text | <span style='font-size:8px'> You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it’s brand new and highly polished or well maintained. A broken item appears to be intact and functional.",
1704"text | <span style='font-size:8px'> Destroyed items can’t be affected by this spell. A creature that",
1705"text | <span style='font-size:8px'> Interacts with the item can attempt to disbelieve the illusion.",
1706"description | <span style='font-size:8px'> Heightened (2nd) | <span style='font-size:8px'> The duration is 24 hours.",
1707"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> The duration is unlimited."
1708],
1709"tags": [],
1710"color": ""
1711},
1712{
1713"count": 1,
1714"title": "Knock",
1715"contents": [
1716"subtitle | Spell 2",
1717"subtitle | Transmutation",
1718"rule",
1719"property | Casting | [AA] S, V",
1720"property | Range | 30 feet",
1721"property | Targets | 1 door, lock, or container Duration 1 minute",
1722"property | Duration | 1 minute",
1723"rule",
1724"text | <span style='font-size:8px'> You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you’re untrained.",
1725"text | <span style='font-size:8px'> Knock counteracts lock."
1726],
1727"tags": [],
1728"color": ""
1729},
1730{
1731"count": 1,
1732"title": "Know Direction",
1733"contents": [
1734"subtitle | Cantrip 1",
1735"subtitle | Cantrip Detection Divination",
1736"rule",
1737"property | Casting | [AA] S, V",
1738"rule",
1739"text | <span style='font-size:8px'> In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).",
1740"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> You can instead know the direction to a familiar location, such as a previous home or a favorite tavern."
1741],
1742"tags": [],
1743"color": ""
1744},
1745{
1746"count": 1,
1747"title": "Levitate",
1748"contents": [
1749"subtitle | Spell 3",
1750"subtitle | Evocation",
1751"rule",
1752"property | Casting | [AA] S, V",
1753"property | Range | touch",
1754"property | Targets | 1 unattended object or willing creature",
1755"property | Duration | 5 minutes",
1756"rule",
1757"text | <span style='font-size:8px'> You defy gravity and levitate the target 5 feet off the ground.",
1758"text | <span style='font-size:8px'> For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the concentrate trait. A creature floating in the air from levitate takes a -2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across."
1759],
1760"tags": [],
1761"color": ""
1762},
1763{
1764"count": 1,
1765"title": "Light",
1766"contents": [
1767"subtitle | Cantrip 1",
1768"subtitle | Cantrip Evocation Light",
1769"rule",
1770"property | Casting | [AA] S, V",
1771"property | Range | touch",
1772"property | Targets | 1 unattended, non-magical object of 1 Bulk or less",
1773"property | Duration | until the next time you make your daily preparations",
1774"rule",
1775"text | <span style='font-size:8px'> The 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.",
1776"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet)."
1777],
1778"tags": [],
1779"color": ""
1780},
1781{
1782"count": 1,
1783"title": "Locate",
1784"contents": [
1785"subtitle | Spell 3",
1786"subtitle | Uncommon Detection Divination",
1787"rule",
1788"property | Casting | 10 minutes (M, S, V)",
1789"property | Range | 500 feet",
1790"property | Targets | 1 specific object or type of object",
1791"property | Duration | sustained",
1792"rule",
1793"text | <span style='font-size:8px'> You learn the direction to the target (if you picked a specific object, such as”my mother’s sword”) or the nearest target (if you picked a type of object, such as”swords”). If the target is a specific object, you must have observed it directly with your own senses. If it’s a type of object, you still need to have an accurate mental image of the type of object. If there’s lead or running water between you and the target, this spell can’t locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.",
1794"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target."
1795],
1796"tags": [],
1797"color": ""
1798},
1799{
1800"count": 1,
1801"title": "Lock",
1802"contents": [
1803"subtitle | Spell 1",
1804"subtitle | Abjuration",
1805"rule",
1806"property | Casting | [AA] S, V",
1807"property | Range | touch",
1808"property | Targets | 1 lock, or a door or container with a latch",
1809"property | Duration | 1 day",
1810"rule",
1811"text | <span style='font-size:8px'> 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.",
1812"text | <span style='font-size:8px'> 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.",
1813"text | <span style='font-size:8px'> 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.",
1814"description | <span style='font-size:8px'> Heightened (2nd) | <span style='font-size:8px'> The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost."
1815],
1816"tags": [],
1817"color": ""
1818},
1819{
1820"count": 1,
1821"title": "Mage Armor",
1822"contents": [
1823"subtitle | Spell 1",
1824"subtitle | Abjuration",
1825"rule",
1826"property | Casting | [AA] S, V; Duration until the next time you make your daily preparations",
1827"property | Duration | until the next time you make your daily preparations",
1828"rule",
1829"text | <span style='font-size:8px'> You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.",
1830"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> You gain a +1 item bonus to saving throws.",
1831"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.",
1832"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.",
1833"description | <span style='font-size:8px'> Heightened (10th) | <span style='font-size:8px'> The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws."
1834],
1835"tags": [],
1836"color": ""
1837},
1838{
1839"count": 1,
1840"title": "Mage Hand",
1841"contents": [
1842"subtitle | Cantrip 1",
1843"subtitle | Cantrip Evocation",
1844"rule",
1845"property | Casting | [AA] S, V",
1846"property | Range | 30 feet",
1847"property | Targets | 1 unattended object of light Bulk or less",
1848"property | Duration | sustained",
1849"rule",
1850"text | <span style='font-size:8px'> You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.",
1851"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You can target an unattended object with a Bulk of 1 or less.",
1852"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.",
1853"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less."
1854],
1855"tags": [],
1856"color": ""
1857},
1858{
1859"count": 1,
1860"title": "Magic Aura",
1861"contents": [
1862"subtitle | Spell 1",
1863"subtitle | Uncommon Illusion",
1864"rule",
1865"property | Casting | 1 minute (M, S, V)",
1866"property | Range | touch",
1867"property | Targets | 1 object of 3 bulk or less",
1868"property | Duration | until the next time you make your daily preparations",
1869"rule",
1870"text | <span style='font-size:8px'> You alter the appearance of an item’s magic aura. You can choose to have the target’s aura appear as that of common magic item of twice magic aura’s level or lower, or to have it register as being under the effects of a spell of your choice of magic aura’s level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical.",
1871"text | <span style='font-size:8px'> A caster using detect magic or study aura of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn’t mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.",
1872"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature’s aura appear as if it were under the effect of a spell you know."
1873],
1874"tags": [],
1875"color": ""
1876},
1877{
1878"count": 1,
1879"title": "Magic Missile",
1880"contents": [
1881"subtitle | Spell 1",
1882"subtitle | Evocation Force",
1883"rule",
1884"property | Casting | [A] to [AAA] (S, V)",
1885"property | Range | 120 feet",
1886"property | Targets | 1 creature",
1887"rule",
1888"text | <span style='font-size:8px'> You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when casting the spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.",
1889"text | <span style='font-size:8px'> Heightened (+2) You shoot one additional missile with each action you spend."
1890],
1891"tags": [],
1892"color": ""
1893},
1894{
1895"count": 1,
1896"title": "Magic Mouth",
1897"contents": [
1898"subtitle | Spell 2",
1899"subtitle | Auditory Illusion Visual",
1900"rule",
1901"property | Casting | [AA] S, V",
1902"property | Range | touch",
1903"property | Targets | 1 creature or object",
1904"property | Duration | unlimited",
1905"rule",
1906"text | <span style='font-size:8px'> You specify a trigger and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends."
1907],
1908"tags": [],
1909"color": ""
1910},
1911{
1912"count": 1,
1913"title": "Magic Weapon",
1914"contents": [
1915"subtitle | Spell 1",
1916"subtitle | Transmutation",
1917"rule",
1918"property | Casting | [AA] S, V",
1919"property | Range | touch",
1920"property | Targets | 1 non-magical weapon that is unattended or wielded by you or a willing ally",
1921"property | Duration | 1 minute",
1922"rule",
1923"text | <span style='font-size:8px'> 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."
1924],
1925"tags": [],
1926"color": ""
1927},
1928{
1929"count": 1,
1930"title": "Magnificent Mansion",
1931"contents": [
1932"subtitle | Spell 7",
1933"subtitle | Uncommon Conjuration Extradimensional",
1934"rule",
1935"property | Casting | 1 minute (M, S, V)",
1936"property | Range | 30 feet",
1937"property | Duration | 24 hours",
1938"rule",
1939"text | <span style='font-size:8px'> You conjure an Extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell’s range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door.",
1940"text | <span style='font-size:8px'> Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they’re capable of crossing planes.",
1941"text | <span style='font-size:8px'> A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they’re visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people."
1942],
1943"tags": [],
1944"color": ""
1945},
1946{
1947"count": 1,
1948"title": "Mariner’s Curse",
1949"contents": [
1950"subtitle | Spell 5",
1951"subtitle | Attack Curse Necromancy",
1952"rule",
1953"property | Casting | [AA] S, V",
1954"property | Range | touch",
1955"property | Targets | 1 creature",
1956"property | Saving Throw | Will",
1957"rule",
1958"text | <span style='font-size:8px'> You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.",
1959"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
1960"bullet | <span style='font-size:8px'> <b>Success</b> The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.",
1961"bullet | <span style='font-size:8px'> <b>Failure</b> The target becomes sickened 1 and can’t reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.",
1962"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but the target becomes sickened 2."
1963],
1964"tags": [],
1965"color": ""
1966},
1967{
1968"count": 1,
1969"title": "Mask of Terror",
1970"contents": [
1971"subtitle | Spell 7",
1972"subtitle | Emotion Fear Illusion Mental Visual",
1973"rule",
1974"property | Casting | [AA] S, V",
1975"property | Range | 30 feet",
1976"property | Targets | 1 creature",
1977"property | Duration | 1 minute",
1978"rule",
1979"text | <span style='font-size:8px'> The target appears to be a gruesome and terrifying creature.",
1980"text | <span style='font-size:8px'> The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.",
1981"text | <span style='font-size:8px'> When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.",
1982"bullet | <span style='font-size:8px'> <b>Success</b> The creature is unaffected.",
1983"bullet | <span style='font-size:8px'> <b>Failure</b> The creature becomes frightened 2 before using its action.",
1984"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature becomes frightened 2, and its action fails and is wasted.",
1985"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror."
1986],
1987"tags": [],
1988"color": ""
1989},
1990{
1991"count": 1,
1992"title": "Maze",
1993"contents": [
1994"subtitle | Spell 8",
1995"subtitle | Conjuration Extradimensional Teleportation",
1996"rule",
1997"property | Casting | [AA] S, V",
1998"property | Range | 30 feet",
1999"property | Targets | 1 creature",
2000"property | Duration | sustained",
2001"rule",
2002"text | <span style='font-size:8px'> You transport the target into an Extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze. The possible outcomes are as follows.",
2003"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target escapes and the spell ends.",
2004"bullet | <span style='font-size:8px'> <b>Success</b> The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.",
2005"bullet | <span style='font-size:8px'> <b>Failure</b> The target makes no progress toward escape.",
2006"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target makes no progress toward escape, and if it was on the right path, it no longer is.",
2007"text | <span style='font-size:8px'> Teleportation magic doesn’t help the creature escape unless the magic can transport across planes, such as plane shift.",
2008"text | <span style='font-size:8px'> When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled."
2009],
2010"tags": [],
2011"color": ""
2012},
2013{
2014"count": 1,
2015"title": "Mending",
2016"contents": [
2017"subtitle | Spell 1",
2018"subtitle | Transmutation",
2019"rule",
2020"property | Casting | 10 minutes (S, V)",
2021"property | Range | touch",
2022"property | Targets | non-magical object of light Bulk or less",
2023"rule",
2024"text | <span style='font-size:8px'> 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.",
2025"description | <span style='font-size:8px'> Heightened (2nd) | <span style='font-size:8px'> You can target a non-magical object of 1 Bulk or less.",
2026"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less."
2027],
2028"tags": [],
2029"color": ""
2030},
2031{
2032"count": 1,
2033"title": "Message",
2034"contents": [
2035"subtitle | Cantrip 1",
2036"subtitle | Auditory Cantrip Illusion Linguistic Mental",
2037"rule",
2038"property | Casting | [A] V",
2039"property | Range | 120 feet",
2040"property | Targets | 1 creature",
2041"property | Duration | see below",
2042"rule",
2043"text | <span style='font-size:8px'> You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target.",
2044"text | <span style='font-size:8px'> While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.",
2045"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> The spell’s range increases to 500 feet."
2046],
2047"tags": [],
2048"color": ""
2049},
2050{
2051"count": 1,
2052"title": "Mind Blank",
2053"contents": [
2054"subtitle | Spell 8",
2055"subtitle | Uncommon Abjuration",
2056"rule",
2057"property | Casting | [AA] S, V",
2058"property | Range | 30 feet",
2059"property | Targets | 1 creature",
2060"property | Duration | until the next time you make your daily preparations",
2061"rule",
2062"text | <span style='font-size:8px'> Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects.",
2063"text | <span style='font-size:8px'> Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than its actual level. On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target."
2064],
2065"tags": [],
2066"color": ""
2067},
2068{
2069"count": 1,
2070"title": "Mind Probe",
2071"contents": [
2072"subtitle | Spell 5",
2073"subtitle | Uncommon Divination Linguistic Mental",
2074"rule",
2075"property | Casting | 1 minute (M, S, V)",
2076"property | Range | 30 feet",
2077"property | Targets | 1 creature",
2078"property | Saving Throw | Will",
2079"property | Duration | sustained up to 1 minute",
2080"rule",
2081"text | <span style='font-size:8px'> You cast your thoughts through a creature’s mind, sifting for information. You access the target’s memories and knowledge unless it fends you off with a Will save.",
2082"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected.",
2083"bullet | <span style='font-size:8px'> <b>Failure</b> Each round of the spell’s duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don’t learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you’ve asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.",
2084"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions."
2085],
2086"tags": [],
2087"color": ""
2088},
2089{
2090"count": 1,
2091"title": "Mind Reading",
2092"contents": [
2093"subtitle | Spell 3",
2094"subtitle | Uncommon Detection Divination Mental",
2095"rule",
2096"property | Casting | [AA] S, V",
2097"property | Range | 30 feet",
2098"property | Targets | 1 creature",
2099"property | Saving Throw | Will",
2100"property | Duration | 1 round or sustained up to 1 minute",
2101"rule",
2102"text | <span style='font-size:8px'> With a cursory mental touch, you attempt to read the target’s mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.",
2103"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target perceives vague surface thoughts from you when you Cast the Spell.",
2104"bullet | <span style='font-size:8px'> <b>Success</b> You find out whether the target’s Intelligence modifier is higher than, equal to, or lower than yours.",
2105"bullet | <span style='font-size:8px'> <b>Failure</b> You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours.",
2106"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, and for the duration of the spell, you can Sustain the Spell to detect the target’s surface thoughts again. The target doesn’t receive any additional saves."
2107],
2108"tags": [],
2109"color": ""
2110},
2111{
2112"count": 1,
2113"title": "Mindlink",
2114"contents": [
2115"subtitle | Spell 1",
2116"subtitle | Divination Mental",
2117"rule",
2118"property | Casting | [AA] S, V",
2119"property | Range | touch",
2120"property | Targets | 1 willing creature",
2121"rule",
2122"text | <span style='font-size:8px'> You link your mind to the target’s mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes."
2123],
2124"tags": [],
2125"color": ""
2126},
2127{
2128"count": 1,
2129"title": "Mirror Image",
2130"contents": [
2131"subtitle | Spell 2",
2132"subtitle | Illusion Visual",
2133"rule",
2134"property | Casting | [AA] S, V; Duration 1 minute",
2135"property | Duration | 1 minute",
2136"rule",
2137"text | <span style='font-size:8px'> Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6).",
2138"text | <span style='font-size:8px'> Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn’t critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you.",
2139"text | <span style='font-size:8px'> Once all the images are destroyed, the spell ends."
2140],
2141"tags": [],
2142"color": ""
2143},
2144{
2145"count": 1,
2146"title": "Misdirection",
2147"contents": [
2148"subtitle | Spell 2",
2149"subtitle | Illusion",
2150"rule",
2151"property | Casting | 1 minute (S, V)",
2152"property | Range | 30 feet",
2153"property | Targets | 2 creatures or objects",
2154"property | Duration | until the next time you make your daily preparations",
2155"rule",
2156"text | <span style='font-size:8px'> You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target.",
2157"text | <span style='font-size:8px'> Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target.",
2158"text | <span style='font-size:8px'> A creature reading the aura can attempt to disbelieve the illusion. You can dismiss the spell from up to a mile away."
2159],
2160"tags": [],
2161"color": ""
2162},
2163{
2164"count": 1,
2165"title": "Mislead",
2166"contents": [
2167"subtitle | Spell 6",
2168"subtitle | Illusion",
2169"rule",
2170"property | Casting | [AA] S, V; Duration sustained up to 1 minute",
2171"property | Duration | sustained up to 1 minute",
2172"rule",
2173"text | <span style='font-size:8px'> You turn yourself invisible and create an illusory duplicate of yourself. When you Sustain the Spell, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can’t actually affect anything in the environment.",
2174"text | <span style='font-size:8px'> Both the duplicate and your invisibility persist for the spell’s duration. Performing a hostile action doesn’t end mislead’s invisibility, just like a 4th-level invisibility spell. A creature that determines the duplicate is an illusion doesn’t necessarily know you’re invisible, and one that can see your invisible form doesn’t necessarily know your duplicate is an illusion.",
2175"text | <span style='font-size:8px'> If you cast a spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers’ Perception DCs to convince them your duplicate used that action. This doesn’t fool anyone who’s aware your duplicate is an illusion, nor does it work if the attack obviously couldn’t have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail."
2176],
2177"tags": [],
2178"color": ""
2179},
2180{
2181"count": 1,
2182"title": "Modify Memory",
2183"contents": [
2184"subtitle | Spell 4",
2185"subtitle | Uncommon Divination Mental",
2186"rule",
2187"property | Casting | [AA] S, V",
2188"property | Range | 30 feet",
2189"property | Targets | 1 creature",
2190"property | Saving Throw | Will",
2191"property | Duration | unlimited",
2192"rule",
2193"text | <span style='font-size:8px'> You alter the target’s memories, either erasing a memory, enhancing a memory’s clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.",
2194"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected and realizes you tried to alter its memory.",
2195"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.",
2196"bullet | <span style='font-size:8px'> <b>Failure</b> During the first 5 minutes of the spell’s duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.",
2197"text | <span style='font-size:8px'> Any memories you’ve altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can’t alter any further memories.",
2198"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze."
2199],
2200"tags": [],
2201"color": ""
2202},
2203{
2204"count": 1,
2205"title": "Nightmare",
2206"contents": [
2207"subtitle | Spell 4",
2208"subtitle | Illusion Mental",
2209"rule",
2210"property | Casting | 10 minutes (M, S, V)",
2211"property | Range | planetary",
2212"property | Targets | 1 creature you know by name",
2213"property | Saving Throw | Will",
2214"property | Duration | 1 day",
2215"rule",
2216"text | <span style='font-size:8px'> You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.",
2217"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target suffers no adverse effects and is temporarily immune for 1 week.",
2218"bullet | <span style='font-size:8px'> <b>Success</b> The target experiences the nightmares but suffers no adverse effects other than unpleasant memories.",
2219"bullet | <span style='font-size:8px'> <b>Failure</b> The target experiences the nightmares and awakens fatigued.",
2220"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target experiences the nightmares, awakens fatigued, and is drained 2 until it is no longer fatigued."
2221],
2222"tags": [],
2223"color": ""
2224},
2225{
2226"count": 1,
2227"title": "Nondetection",
2228"contents": [
2229"subtitle | Spell 3",
2230"subtitle | Uncommon Abjuration",
2231"rule",
2232"property | Casting | 10 minutes (M, S, V)",
2233"property | Range | touch",
2234"property | Targets | 1 creature or object",
2235"property | Duration | 8 hours",
2236"rule",
2237"text | <span style='font-size:8px'> You erect protective wards that make the target difficult to detect via magic. Nondetection attempts to counteract all detection, revelation, and scrying divinations made against the target or the target’s gear throughout the duration, counting cantrips as 1st-level spells for this purpose. Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection’s target."
2238],
2239"tags": [],
2240"color": ""
2241},
2242{
2243"count": 1,
2244"title": "Outcast’s Curse",
2245"contents": [
2246"subtitle | Spell 4",
2247"subtitle | Attack Curse Enchantment Mental Misfortune",
2248"rule",
2249"property | Casting | [AA] S, V",
2250"property | Range | touch",
2251"property | Targets | 1 creature",
2252"property | Saving Throw | Will",
2253"rule",
2254"text | <span style='font-size:8px'> You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.",
2255"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2256"bullet | <span style='font-size:8px'> <b>Success</b> For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent).",
2257"bullet | <span style='font-size:8px'> <b>Failure</b> As success, but the effect is permanent.",
2258"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse."
2259],
2260"tags": [],
2261"color": ""
2262},
2263{
2264"count": 1,
2265"title": "Overwhelming Presence",
2266"contents": [
2267"subtitle | Spell 9",
2268"subtitle | Auditory Enchantment Incapacitation Mental Visual",
2269"rule",
2270"property | Casting | [AA] S, V",
2271"property | Targets | any number of creatures",
2272"property | Saving Throw | Will",
2273"property | Duration | until full tribute is paid",
2274"rule",
2275"text | <span style='font-size:8px'> You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save.",
2276"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2277"bullet | <span style='font-size:8px'> <b>Success</b> The target must pay tribute twice.",
2278"bullet | <span style='font-size:8px'> <b>Failure</b> The target must pay tribute six times.",
2279"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, and the target must spend all its actions paying tribute if possible.",
2280"text | <span style='font-size:8px'> Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fascinated by you and can’t use hostile actions against you. The target is then temporarily immune for 1 minute."
2281],
2282"tags": [],
2283"color": ""
2284},
2285{
2286"count": 1,
2287"title": "Paralyze",
2288"contents": [
2289"subtitle | Spell 3",
2290"subtitle | Enchantment Incapacitation Mental",
2291"rule",
2292"property | Casting | [AA] S, V",
2293"property | Range | 30 feet",
2294"property | Targets | 1 creature",
2295"property | Saving Throw | Will",
2296"property | Duration | varies",
2297"rule",
2298"text | <span style='font-size:8px'> You block the target’s motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.",
2299"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2300"bullet | <span style='font-size:8px'> <b>Success</b> The target is stunned 1.",
2301"bullet | <span style='font-size:8px'> <b>Failure</b> The target is paralyzed for 1 round.",
2302"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.",
2303"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> You can target up to 10 creatures."
2304],
2305"tags": [],
2306"color": ""
2307},
2308{
2309"count": 1,
2310"title": "Paranoia",
2311"contents": [
2312"subtitle | Spell 2",
2313"subtitle | Illusion Mental",
2314"rule",
2315"property | Casting | [AA] S, V",
2316"property | Range | 30 feet",
2317"property | Targets | 1 creature",
2318"property | Saving Throw | Will",
2319"property | Duration | 1 minute",
2320"rule",
2321"text | <span style='font-size:8px'> You cause the target to see all other creatures as dire threats.",
2322"text | <span style='font-size:8px'> The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.",
2323"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2324"bullet | <span style='font-size:8px'> <b>Success</b> The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn’t already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.",
2325"bullet | <span style='font-size:8px'> <b>Failure</b> As success, but the effect lasts 1 minute.",
2326"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.",
2327"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> You can target up to 5 creatures."
2328],
2329"tags": [],
2330"color": ""
2331},
2332{
2333"count": 1,
2334"title": "Phantasmal Calamity",
2335"contents": [
2336"subtitle | Spell 6",
2337"subtitle | Illusion Mental",
2338"rule",
2339"property | Casting | [AA] S, V",
2340"property | Saving Throw | Will",
2341"rule",
2342"text | <span style='font-size:8px'> A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it’s trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it’s also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.",
2343"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 2d6."
2344],
2345"tags": [],
2346"color": ""
2347},
2348{
2349"count": 1,
2350"title": "Phantasmal Killer",
2351"contents": [
2352"subtitle | Spell 4",
2353"subtitle | Death Emotion Fear Illusion Mental",
2354"rule",
2355"property | Casting | [AA] S, V",
2356"property | Range | 120 feet",
2357"property | Targets | 1 living creature",
2358"property | Saving Throw | Will",
2359"rule",
2360"text | <span style='font-size:8px'> You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell’s target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target’s Will save.",
2361"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2362"bullet | <span style='font-size:8px'> <b>Success</b> The target takes 4d6 mental damage and is frightened 1.",
2363"bullet | <span style='font-size:8px'> <b>Failure</b> The target takes 8d6 mental damage and is frightened 2.",
2364"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.",
2365"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure."
2366],
2367"tags": [],
2368"color": ""
2369},
2370{
2371"count": 1,
2372"title": "Phantom Pain",
2373"contents": [
2374"subtitle | Spell 1",
2375"subtitle | Illusion Mental Nonlethal",
2376"rule",
2377"property | Casting | [AA] S, V",
2378"property | Range | 30 feet",
2379"property | Targets | 1 creature",
2380"property | Saving Throw | Will",
2381"property | Duration | 1 minute",
2382"rule",
2383"text | <span style='font-size:8px'> Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save.",
2384"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2385"bullet | <span style='font-size:8px'> <b>Success</b> The target takes full initial damage but no persistent damage, and the spell ends immediately.",
2386"bullet | <span style='font-size:8px'> <b>Failure</b> The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.",
2387"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but the target is sickened 2.",
2388"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4."
2389],
2390"tags": [],
2391"color": ""
2392},
2393{
2394"count": 1,
2395"title": "Phantom Steed",
2396"contents": [
2397"subtitle | Spell 2",
2398"subtitle | Conjuration",
2399"rule",
2400"property | Casting | 10 minutes (S, V)",
2401"property | Range | 30 feet",
2402"property | Duration | 8 hours",
2403"rule",
2404"text | <span style='font-size:8px'> You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride.",
2405"text | <span style='font-size:8px'> The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it’s reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider’s body weight, plus 20 Bulk.",
2406"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.",
2407"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall.",
2408"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain."
2409],
2410"tags": [],
2411"color": ""
2412},
2413{
2414"count": 1,
2415"title": "Plane Shift",
2416"contents": [
2417"subtitle | Spell 7",
2418"subtitle | Uncommon Conjuration Teleportation",
2419"rule",
2420"property | Casting | 10 minutes (focus, M, S, V)",
2421"property | Range | touch",
2422"property | Targets | 1 willing creature, or up to 8 willing creatures joining hands",
2423"rule",
2424"text | <span style='font-size:8px'> You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.",
2425"text | <span style='font-size:8px'> The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn’t provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances."
2426],
2427"tags": [],
2428"color": ""
2429},
2430{
2431"count": 1,
2432"title": "Possession",
2433"contents": [
2434"subtitle | Spell 7",
2435"subtitle | Uncommon Incapacitation Mental Necromancy Possession",
2436"rule",
2437"property | Casting | [AA] S, V",
2438"property | Range | 30 feet",
2439"property | Targets | 1 living creature",
2440"property | Saving Throw | Will",
2441"property | Duration | 1 minute",
2442"rule",
2443"text | <span style='font-size:8px'> You send your mind and soul into the target’s body, attempting to take control. The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer.",
2444"text | <span style='font-size:8px'> While you’re possessing a target, your own body is unconscious and can’t wake up normally. You can sense everything the possessed target does. You can dismiss this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature’s initiative count.",
2445"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2446"bullet | <span style='font-size:8px'> <b>Success</b> You possess the target but can’t control it. You ride along in the body while the spell lasts.",
2447"bullet | <span style='font-size:8px'> <b>Failure</b> You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target’s turns, it attempts another Will save. If it fails, it’s controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.",
2448"bullet | <span style='font-size:8px'> <b>Critical Failure</b> You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.",
2449"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> The duration is 10 minutes, and you can physically enter the creature’s body, protecting your physical body while the spell lasts."
2450],
2451"tags": [],
2452"color": ""
2453},
2454{
2455"count": 1,
2456"title": "Prestidigitation",
2457"contents": [
2458"subtitle | Cantrip 1",
2459"subtitle | Cantrip Evocation",
2460"rule",
2461"property | Casting | [AA] S, V",
2462"property | Range | 10 feet",
2463"property | Targets | 1 object (cook, lift, or tidy only)",
2464"property | Duration | sustained",
2465"rule",
2466"text | <span style='font-size:8px'> The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.",
2467"text | <span style='font-size:8px'> You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.",
2468"text | <span style='font-size:8px'> Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell."
2469],
2470"tags": [],
2471"color": ""
2472},
2473{
2474"count": 1,
2475"title": "Prismatic Sphere",
2476"contents": [
2477"subtitle | Spell 9",
2478"subtitle | Abjuration Light",
2479"rule",
2480"property | Casting | [AA] S, V",
2481"property | Range | 10 feet",
2482"property | Duration | 1 hour",
2483"rule",
2484"text | <span style='font-size:8px'> You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost."
2485],
2486"tags": [],
2487"color": ""
2488},
2489{
2490"count": 1,
2491"title": "Prismatic Spray",
2492"contents": [
2493"subtitle | Spell 7",
2494"subtitle | Evocation Light",
2495"rule",
2496"property | Casting | [AA] S, V",
2497"rule",
2498"text | <span style='font-size:8px'> Area 30-foot cone",
2499"text | <span style='font-size:8px'> A spray of rainbow Light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature."
2500],
2501"tags": [],
2502"color": ""
2503},
2504{
2505"count": 1,
2506"title": "Prismatic Wall",
2507"contents": [
2508"subtitle | Spell 8",
2509"subtitle | Abjuration Light",
2510"rule",
2511"property | Casting | [AAA] M, S, V",
2512"property | Range | 120 feet",
2513"property | Duration | 1 hour",
2514"rule",
2515"text | <span style='font-size:8px'> You create an opaque wall of shimmering, multicolored Light.",
2516"text | <span style='font-size:8px'> The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects.",
2517"text | <span style='font-size:8px'> The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall’s Light must attempt a Will save; they’re dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.",
2518"text | <span style='font-size:8px'> A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall.",
2519"text | <span style='font-size:8px'> The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.",
2520"text | <span style='font-size:8px'> The wall as a whole is immune to counteracting effects of the wall’s level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can’t be affected until the previous color is counteracted. Counteracting a color wall removes that color’s effect from the wall, and counteracting them all ends prismatic wall. You can dismiss the spell."
2521],
2522"tags": [],
2523"color": ""
2524},
2525{
2526"count": 1,
2527"title": "Private Sanctum",
2528"contents": [
2529"subtitle | Spell 4",
2530"subtitle | Uncommon Abjuration",
2531"rule",
2532"property | Casting | 10 minutes (M, S, V)",
2533"property | Range | touch",
2534"property | Duration | 24 hours",
2535"rule",
2536"text | <span style='font-size:8px'> From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and Light) don’t pass from inside the area to outside the area. scrying spells can’t perceive any stimuli from the area, and mind-reading effects don’t work in the area."
2537],
2538"tags": [],
2539"color": ""
2540},
2541{
2542"count": 1,
2543"title": "Project Image",
2544"contents": [
2545"subtitle | Spell 7",
2546"subtitle | Illusion Mental",
2547"rule",
2548"property | Casting | [AA] S, V",
2549"property | Range | 30 feet",
2550"property | Duration | sustained up to 1 minute",
2551"rule",
2552"text | <span style='font-size:8px'> You project an illusory image of yourself. You must stay within range of the image, and if at any point you can’t see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can’t benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.",
2553"text | <span style='font-size:8px'> Heightened (+2) The maximum duration you can Sustain the Spell increases to 10 minutes."
2554],
2555"tags": [],
2556"color": ""
2557},
2558{
2559"count": 1,
2560"title": "Protection",
2561"contents": [
2562"subtitle | Spell 1",
2563"subtitle | Uncommon Abjuration",
2564"rule",
2565"property | Casting | [AA] S, V",
2566"property | Range | touch",
2567"property | Targets | 1 creature",
2568"property | Duration | 1 minute",
2569"rule",
2570"text | <span style='font-size:8px'> You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell.",
2571"text | <span style='font-size:8px'> 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.",
2572"text | <span style='font-size:8px'> 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."
2573],
2574"tags": [],
2575"color": ""
2576},
2577{
2578"count": 1,
2579"title": "Prying Eye",
2580"contents": [
2581"subtitle | Spell 5",
2582"subtitle | Divination Scrying",
2583"rule",
2584"property | Casting | 1 minute (M, S, V)",
2585"property | Range | see text",
2586"property | Duration | sustained",
2587"rule",
2588"text | <span style='font-size:8px'> You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.",
2589"text | <span style='font-size:8px'> The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell."
2590],
2591"tags": [],
2592"color": ""
2593},
2594{
2595"count": 1,
2596"title": "Ray of Enfeeblement",
2597"contents": [
2598"subtitle | Spell 1",
2599"subtitle | Attack Necromancy",
2600"rule",
2601"property | Casting | [AA] S, V",
2602"property | Range | 30 feet",
2603"property | Targets | 1 creature",
2604"property | Saving Throw | Fortitude",
2605"property | Duration | 1 minute",
2606"rule",
2607"text | <span style='font-size:8px'> A ray with the power to sap 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 in order to determine the spell’s effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.",
2608"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
2609"bullet | <span style='font-size:8px'> <b>Success</b> The target becomes enfeebled 1.",
2610"bullet | <span style='font-size:8px'> <b>Failure</b> The target becomes enfeebled 2.",
2611"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target becomes enfeebled 3."
2612],
2613"tags": [],
2614"color": ""
2615},
2616{
2617"count": 1,
2618"title": "Read Aura",
2619"contents": [
2620"subtitle | Cantrip 1",
2621"subtitle | Cantrip Detection Divination",
2622"rule",
2623"property | Casting | 1 minute (S, V)",
2624"property | Range | 30 feet",
2625"property | Targets | 1 object",
2626"rule",
2627"text | <span style='font-size:8px'> You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.",
2628"text | <span style='font-size:8px'> If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.",
2629"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> You can target up to 10 objects.",
2630"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> You can target any number of objects."
2631],
2632"tags": [],
2633"color": ""
2634},
2635{
2636"count": 1,
2637"title": "Read Omens",
2638"contents": [
2639"subtitle | Spell 4",
2640"subtitle | Uncommon Divination Prediction",
2641"rule",
2642"property | Casting | 10 minutes (M, S, V)",
2643"rule",
2644"text | <span style='font-size:8px'> You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen."
2645],
2646"tags": [],
2647"color": ""
2648},
2649{
2650"count": 1,
2651"title": "Remake",
2652"contents": [
2653"subtitle | Spell 10",
2654"subtitle | Uncommon Conjuration",
2655"rule",
2656"property | Casting | 1 hour (M, S, V)",
2657"property | Range | 5 feet",
2658"rule",
2659"text | <span style='font-size:8px'> You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.",
2660"text | <span style='font-size:8px'> The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter."
2661],
2662"tags": [],
2663"color": ""
2664},
2665{
2666"count": 1,
2667"title": "Remove Curse",
2668"contents": [
2669"subtitle | Spell 4",
2670"subtitle | Healing Necromancy",
2671"rule",
2672"property | Casting | 10 minutes (M, S, V)",
2673"property | Range | touch",
2674"property | Targets | 1 creature",
2675"rule",
2676"text | <span style='font-size:8px'> Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn’t remove the curse from the item."
2677],
2678"tags": [],
2679"color": ""
2680},
2681{
2682"count": 1,
2683"title": "Remove Fear",
2684"contents": [
2685"subtitle | Spell 2",
2686"subtitle | Enchantment",
2687"rule",
2688"property | Casting | [AA] S, V",
2689"property | Range | touch",
2690"property | Targets | 1 creature",
2691"rule",
2692"text | <span style='font-size:8px'> With a touch, you ease a creature’s fears. You can attempt to counteract a single fear effect that the target suffers from.",
2693"text | <span style='font-size:8px'> This frees only the target, not any other creatures under the fear effect.",
2694"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The spell’s range increases to 30 feet, and you can target up to 10 creatures."
2695],
2696"tags": [],
2697"color": ""
2698},
2699{
2700"count": 1,
2701"title": "Remove Paralysis",
2702"contents": [
2703"subtitle | Spell 2",
2704"subtitle | Healing Necromancy",
2705"rule",
2706"property | Casting | [AA] S, V",
2707"property | Range | touch",
2708"property | Targets | 1 creature",
2709"rule",
2710"text | <span style='font-size:8px'> A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.",
2711"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The spell’s range increases to 30 feet, and you can target up to 10 creatures."
2712],
2713"tags": [],
2714"color": ""
2715},
2716{
2717"count": 1,
2718"title": "Repulsion",
2719"contents": [
2720"subtitle | Spell 6",
2721"subtitle | Abjuration Aura Mental",
2722"rule",
2723"property | Casting | [AA] S, V",
2724"property | Range | emanation up to 40 feet",
2725"property | Saving Throw | Will",
2726"property | Duration | 1 minute",
2727"rule",
2728"text | <span style='font-size:8px'> You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it’s within the area when you cast the spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature’s movement apply only if it voluntarily moves toward you. For example, if you move closer to a creature, it doesn’t then need to move away.",
2729"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature’s movement is not restricted.",
2730"bullet | <span style='font-size:8px'> <b>Success</b> The creature treats each square in the area as difficult terrain when moving closer to you.",
2731"bullet | <span style='font-size:8px'> <b>Failure</b> The creature can’t move closer to you within the area."
2732],
2733"tags": [],
2734"color": ""
2735},
2736{
2737"count": 1,
2738"title": "Resilient Sphere",
2739"contents": [
2740"subtitle | Spell 4",
2741"subtitle | Abjuration Force",
2742"rule",
2743"property | Casting | [AA] S, V",
2744"property | Range | 30 feet",
2745"property | Targets | 1 Large or smaller creature",
2746"property | Duration | 1 minute",
2747"rule",
2748"text | <span style='font-size:8px'> You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points.",
2749"text | <span style='font-size:8px'> It’s immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target’s Reflex save.",
2750"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target disrupts the sphere’s integrity, causing it to collapse entirely.",
2751"bullet | <span style='font-size:8px'> <b>Success</b> The sphere functions normally but has only 10 Hit Points instead of 40.",
2752"bullet | <span style='font-size:8px'> <b>Failure</b> The sphere has its normal effect."
2753],
2754"tags": [],
2755"color": ""
2756},
2757{
2758"count": 1,
2759"title": "Resist Energy",
2760"contents": [
2761"subtitle | Spell 2",
2762"subtitle | Abjuration",
2763"rule",
2764"property | Casting | [AA] S, V",
2765"property | Range | touch",
2766"property | Targets | 1 creature",
2767"property | Duration | 10 minutes",
2768"rule",
2769"text | <span style='font-size:8px'> A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or Sonic damage. The target and its gear gain resistance 5 against the damage type you chose.",
2770"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The resistance increases to 10, and you can target up to two creatures.",
2771"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The resistance increases to 15, and you can target up to five creatures."
2772],
2773"tags": [],
2774"color": ""
2775},
2776{
2777"count": 1,
2778"title": "Resplendent Mansion",
2779"contents": [
2780"subtitle | Spell 9",
2781"subtitle | Conjuration",
2782"rule",
2783"property | Casting | 1 minute (M, S, V)",
2784"property | Range | 500 feet",
2785"property | Duration | until the next time you make your daily preparations",
2786"rule",
2787"text | <span style='font-size:8px'> You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.",
2788"text | <span style='font-size:8px'> Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell.",
2789"text | <span style='font-size:8px'> Each of the mansion’s exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used."
2790],
2791"tags": [],
2792"color": ""
2793},
2794{
2795"count": 1,
2796"title": "Restoration",
2797"contents": [
2798"subtitle | Spell 2",
2799"subtitle | Healing Necromancy",
2800"rule",
2801"property | Casting | 1 minute (S, V)",
2802"property | Range | touch",
2803"property | Targets | 1 creature",
2804"rule",
2805"text | <span style='font-size:8px'> Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.",
2806"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target’s doomed value by 1. You can’t use this to reduce a permanent doomed condition.",
2807"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost."
2808],
2809"tags": [],
2810"color": ""
2811},
2812{
2813"count": 1,
2814"title": "Restore Senses",
2815"contents": [
2816"subtitle | Spell 2",
2817"subtitle | Healing Necromancy",
2818"rule",
2819"property | Casting | [AA] S, V",
2820"property | Range | touch",
2821"property | Targets | 1 creature",
2822"rule",
2823"text | <span style='font-size:8px'> You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn’t cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.",
2824"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> The spell’s range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature."
2825],
2826"tags": [],
2827"color": ""
2828},
2829{
2830"count": 1,
2831"title": "Retrocognition",
2832"contents": [
2833"subtitle | Spell 7",
2834"subtitle | Divination",
2835"rule",
2836"property | Casting | 1 minute (M, S, V); Duration sustained Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location.",
2837"property | Duration | sustained Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location.",
2838"rule",
2839"text | <span style='font-size:8px'> Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don’t play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.",
2840"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.",
2841"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events."
2842],
2843"tags": [],
2844"color": ""
2845},
2846{
2847"count": 1,
2848"title": "Reverse Gravity",
2849"contents": [
2850"subtitle | Spell 7",
2851"subtitle | Uncommon Evocation",
2852"rule",
2853"property | Casting | [AAA] M, S, V",
2854"property | Range | 120 feet",
2855"property | Duration | 1 minute",
2856"rule",
2857"text | <span style='font-size:8px'> You reverse gravity in the area. Creatures and objects that aren’t secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.",
2858"text | <span style='font-size:8px'> When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell’s area is subjected to normal gravity again."
2859],
2860"tags": [],
2861"color": ""
2862},
2863{
2864"count": 1,
2865"title": "Rope Trick",
2866"contents": [
2867"subtitle | Spell 4",
2868"subtitle | Uncommon Conjuration Extradimensional",
2869"rule",
2870"property | Casting | 10 minutes (M, S, V)",
2871"property | Range | touch",
2872"property | Targets | 1 touched piece of rope from 5 to 30 feet long",
2873"property | Duration | 8 hours",
2874"rule",
2875"text | <span style='font-size:8px'> You cause the target rope to rise vertically into the air. Where it ends, an Extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope.",
2876"text | <span style='font-size:8px'> The entrance to the space can’t be seen, and it can be pinpointed only by the presence of the rope. The rope can’t be removed or hidden, though it can be detached from the Extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell’s DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own.",
2877"text | <span style='font-size:8px'> If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below."
2878],
2879"tags": [],
2880"color": ""
2881},
2882{
2883"count": 1,
2884"title": "Sanctuary",
2885"contents": [
2886"subtitle | Spell 1",
2887"subtitle | Abjuration",
2888"rule",
2889"property | Casting | [AA] S, V",
2890"property | Range | touch",
2891"property | Targets | 1 creature",
2892"property | Duration | 1 minute",
2893"rule",
2894"text | <span style='font-size:8px'> 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.",
2895"bullet | <span style='font-size:8px'> <b>Critical Success</b> Sanctuary ends.",
2896"bullet | <span style='font-size:8px'> <b>Success</b> The creature can attempt its attack and any other attacks against the target this turn.",
2897"bullet | <span style='font-size:8px'> <b>Failure</b> The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.",
2898"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration."
2899],
2900"tags": [],
2901"color": ""
2902},
2903{
2904"count": 1,
2905"title": "Scintillating Pattern",
2906"contents": [
2907"subtitle | Spell 8",
2908"subtitle | Illusion Incapacitation Visual",
2909"rule",
2910"property | Casting | [AA] M, S",
2911"property | Range | 120 feet",
2912"property | Saving Throw | Will",
2913"property | Duration | sustained up to 1 minute",
2914"rule",
2915"text | <span style='font-size:8px'> A field of cascading, ever-changing colors manifests in the air.",
2916"text | <span style='font-size:8px'> Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern’s area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or",
2917"text | <span style='font-size:8px'> Interact action on the pattern. A creature currently affected by the pattern doesn’t need to attempt new saves.",
2918"bullet | <span style='font-size:8px'> <b>Success</b> The creature is unaffected.",
2919"bullet | <span style='font-size:8px'> <b>Failure</b> The creature is confused for 1d4 rounds.",
2920"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell."
2921],
2922"tags": [],
2923"color": ""
2924},
2925{
2926"count": 1,
2927"title": "Scrying",
2928"contents": [
2929"subtitle | Spell 6",
2930"subtitle | Uncommon Divination Scrying",
2931"rule",
2932"property | Casting | 10 minutes (M, S, V)",
2933"property | Range | planetary",
2934"property | Targets | 1 creature",
2935"property | Saving Throw | Will",
2936"property | Duration | sustained up to 10 minutes",
2937"rule",
2938"text | <span style='font-size:8px'> You magically spy on a creature of your choice. Scrying works like clairvoyance, except that the image you receive is less precise, insufficient for teleport and similar spells.",
2939"text | <span style='font-size:8px'> Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target. You can choose a target either by name or by touching one of its possessions or a piece of its body. If you haven’t met the target in person, scrying’s DC is 2 lower, and if you are unaware of the target’s identity (perhaps because you found an unknown creature’s fang at a crime scene), the DC is instead 10 lower.",
2940"text | <span style='font-size:8px'> The effect of scrying depends on the target’s Will save.",
2941"bullet | <span style='font-size:8px'> <b>Critical Success</b> The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.",
2942"bullet | <span style='font-size:8px'> <b>Success</b> The spell fails and the target is temporarily immune for 1 day.",
2943"bullet | <span style='font-size:8px'> <b>Failure</b> The spell succeeds.",
2944"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round."
2945],
2946"tags": [],
2947"color": ""
2948},
2949{
2950"count": 1,
2951"title": "Secret Page",
2952"contents": [
2953"subtitle | Spell 3",
2954"subtitle | Illusion Visual",
2955"rule",
2956"property | Casting | 1 minute (M, S, V)",
2957"property | Range | touch",
2958"property | Targets | 1 page up to 3 square feet in size",
2959"property | Duration | unlimited",
2960"rule",
2961"text | <span style='font-size:8px'> You change the target’s text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page‘s level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the Spell."
2962],
2963"tags": [],
2964"color": ""
2965},
2966{
2967"count": 1,
2968"title": "See Invisibility",
2969"contents": [
2970"subtitle | Spell 2",
2971"subtitle | Divination Revelation",
2972"rule",
2973"property | Casting | [AA] S, V; Duration 10 minutes",
2974"property | Duration | 10 minutes",
2975"rule",
2976"text | <span style='font-size:8px'> You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.",
2977"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The spell has a duration of 8 hours."
2978],
2979"tags": [],
2980"color": ""
2981},
2982{
2983"count": 1,
2984"title": "Sending",
2985"contents": [
2986"subtitle | Spell 5",
2987"subtitle | Divination Mental",
2988"rule",
2989"property | Casting | [AAA] M, S, V",
2990"property | Range | planetary",
2991"property | Targets | 1 creature with whom you are familiar",
2992"rule",
2993"text | <span style='font-size:8px'> You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer."
2994],
2995"tags": [],
2996"color": ""
2997},
2998{
2999"count": 1,
3000"title": "Shadow Blast",
3001"contents": [
3002"subtitle | Spell 5",
3003"subtitle | Evocation Shadow",
3004"rule",
3005"property | Casting | [AA] S, V",
3006"property | Range | varies",
3007"property | Saving Throw | Reflex",
3008"rule",
3009"text | <span style='font-size:8px'> You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or Sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area.",
3010"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 1d8."
3011],
3012"tags": [],
3013"color": ""
3014},
3015{
3016"count": 1,
3017"title": "Shadow Siphon",
3018"contents": [
3019"subtitle | Spell 5",
3020"subtitle | Illusion Shadow",
3021"rule",
3022"property | Casting | [R] V; Trigger: A spell or magical effect deals damage.",
3023"property | Range | 60 feet",
3024"property | Targets | the triggering spell",
3025"rule",
3026"text | <span style='font-size:8px'> Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal. Treat shadow siphon’s counteract level as 2 higher for this attempt."
3027],
3028"tags": [],
3029"color": ""
3030},
3031{
3032"count": 1,
3033"title": "Shadow Walk",
3034"contents": [
3035"subtitle | Spell 5",
3036"subtitle | Uncommon Conjuration Shadow Teleportation",
3037"rule",
3038"property | Casting | 1 minute (M, S, V)",
3039"property | Range | touch",
3040"property | Targets | you and up to 9 willing creatures touched Duration 8 hours",
3041"property | Duration | 8 hours",
3042"rule",
3043"text | <span style='font-size:8px'> You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can’t see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane’s denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell’s effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together)."
3044],
3045"tags": [],
3046"color": ""
3047},
3048{
3049"count": 1,
3050"title": "Shatter",
3051"contents": [
3052"subtitle | Spell 2",
3053"subtitle | Evocation Sonic",
3054"rule",
3055"property | Casting | [AA] S, V",
3056"property | Range | 30 feet",
3057"property | Targets | 1 unattended object",
3058"rule",
3059"text | <span style='font-size:8px'> A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object’s Hardness if it is 4 or lower.",
3060"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2."
3061],
3062"tags": [],
3063"color": ""
3064},
3065{
3066"count": 1,
3067"title": "Shield",
3068"contents": [
3069"subtitle | Cantrip 1",
3070"subtitle | Abjuration Cantrip Force",
3071"rule",
3072"property | Casting | [A] V; Duration until the start of your next turn",
3073"property | Duration | until the start of your next turn",
3074"rule",
3075"text | <span style='font-size:8px'> You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.",
3076"text | <span style='font-size:8px'> While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.",
3077"text | <span style='font-size:8px'> Heightening the spell increases the shield’s Hardness.",
3078"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> The shield has Hardness 10.",
3079"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The shield has Hardness 15.",
3080"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The shield has Hardness 20.",
3081"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> The shield has Hardness 25.",
3082"text | <span style='font-size:8px'> Shield Actions",
3083"text | <span style='font-size:8px'> The shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction.",
3084"text | <span style='font-size:8px'> Shield Block [reaction]",
3085"text | <span style='font-size:8px'> Trigger While you have your shield raised, you take damage from a physical attack.",
3086"text | <span style='font-size:8px'> You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield."
3087],
3088"tags": [],
3089"color": ""
3090},
3091{
3092"count": 1,
3093"title": "Sigil",
3094"contents": [
3095"subtitle | Cantrip 1",
3096"subtitle | Cantrip Transmutation",
3097"rule",
3098"property | Casting | [AA] S, V",
3099"property | Range | touch",
3100"property | Targets | 1 creature or object",
3101"property | Duration | unlimited (see below)",
3102"rule",
3103"text | <span style='font-size:8px'> You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.",
3104"description | <span style='font-size:8px'> Heightened (3rd) | <span style='font-size:8px'> The sigil instead fades after 1 month.",
3105"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The sigil instead fades after 1 year.",
3106"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The sigil never fades."
3107],
3108"tags": [],
3109"color": ""
3110},
3111{
3112"count": 1,
3113"title": "Silence",
3114"contents": [
3115"subtitle | Spell 2",
3116"subtitle | Illusion",
3117"rule",
3118"property | Casting | [AA] M, S",
3119"property | Range | touch",
3120"property | Targets | 1 willing creature",
3121"property | Duration | 1 minute",
3122"rule",
3123"text | <span style='font-size:8px'> The target makes no sound, preventing creatures from noticing it using hearing or other senses alone. The target can’t use Sonic attacks, nor can it use actions with the auditory trait. This prevents it from casting spells that include verbal components.",
3124"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The spell effect emanates from the touched creature, silencing all sound in or passing through a 10- foot radius and preventing any auditory and Sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example)."
3125],
3126"tags": [],
3127"color": ""
3128},
3129{
3130"count": 1,
3131"title": "Sleep",
3132"contents": [
3133"subtitle | Spell 1",
3134"subtitle | Enchantment Incapacitation Mental Sleep",
3135"rule",
3136"property | Casting | [AA] S, V",
3137"property | Range | 30 feet",
3138"property | Saving Throw | Will",
3139"rule",
3140"text | <span style='font-size:8px'> Each creature in the area becomes drowsy and might fall asleep. A creature that falls unconscious from this spell doesn’t fall prone or release what it’s holding. This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.",
3141"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
3142"bullet | <span style='font-size:8px'> <b>Success</b> The creature takes a -1 status penalty to Perception checks for 1 round.",
3143"bullet | <span style='font-size:8px'> <b>Failure</b> The creature falls unconscious. If it’s still unconscious after 1 minute, it wakes up automatically.",
3144"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically.",
3145"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they’re holding, and they can’t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up."
3146],
3147"tags": [],
3148"color": ""
3149},
3150{
3151"count": 1,
3152"title": "Slow",
3153"contents": [
3154"subtitle | Spell 3",
3155"subtitle | Transmutation",
3156"rule",
3157"property | Casting | [AA] S, V",
3158"property | Range | 30 feet",
3159"property | Targets | 1 creature",
3160"property | Saving Throw | Fortitude",
3161"property | Duration | 1 minute",
3162"rule",
3163"text | <span style='font-size:8px'> You dilate the flow of time around the target, slowing its actions.",
3164"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
3165"bullet | <span style='font-size:8px'> <b>Success</b> The target is slowed 1 for 1 round.",
3166"bullet | <span style='font-size:8px'> <b>Failure</b> The target is slowed 1 for 1 minute.",
3167"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is slowed 2 for 1 minute.",
3168"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> You can target up to 10 creatures."
3169],
3170"tags": [],
3171"color": ""
3172},
3173{
3174"count": 1,
3175"title": "Soothe",
3176"contents": [
3177"subtitle | Spell 1",
3178"subtitle | Emotion Enchantment Healing Mental",
3179"rule",
3180"property | Casting | [AA] S, V",
3181"property | Range | 30 feet",
3182"property | Targets | 1 willing living creature",
3183"property | Duration | 1 minute",
3184"rule",
3185"text | <span style='font-size:8px'> You grace the target’s mind, boosting its mental defenses and Healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.",
3186"text | <span style='font-size:8px'> Heightened (+1) The amount of healing increases by 1d10+4."
3187],
3188"tags": [],
3189"color": ""
3190},
3191{
3192"count": 1,
3193"title": "Sound Burst",
3194"contents": [
3195"subtitle | Spell 2",
3196"subtitle | Evocation Sonic",
3197"rule",
3198"property | Casting | [AA] S, V",
3199"property | Range | 30 feet",
3200"property | Saving Throw | Fortitude",
3201"rule",
3202"text | <span style='font-size:8px'> A cacophonous noise blasts out, dealing 2d10 Sonic damage.",
3203"text | <span style='font-size:8px'> Each creature must attempt a Fortitude save.",
3204"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
3205"bullet | <span style='font-size:8px'> <b>Success</b> The creature takes half damage.",
3206"bullet | <span style='font-size:8px'> <b>Failure</b> The creature takes full damage and is deafened for 1 round.",
3207"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature takes double damage and is deafened and stunned 1 for 1 minute.",
3208"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 1d10."
3209],
3210"tags": [],
3211"color": ""
3212},
3213{
3214"count": 1,
3215"title": "Spectral Hand",
3216"contents": [
3217"subtitle | Spell 2",
3218"subtitle | Necromancy",
3219"rule",
3220"property | Casting | [AA] S, V",
3221"property | Range | 120 feet",
3222"property | Duration | 1 minute",
3223"rule",
3224"text | <span style='font-size:8px'> You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you.",
3225"text | <span style='font-size:8px'> When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage."
3226],
3227"tags": [],
3228"color": ""
3229},
3230{
3231"count": 1,
3232"title": "Spellwrack",
3233"contents": [
3234"subtitle | Spell 6",
3235"subtitle | Abjuration Curse Force",
3236"rule",
3237"property | Casting | [AA] S, V",
3238"property | Range | 30 feet",
3239"property | Targets | 1 creature",
3240"property | Saving Throw | Will",
3241"rule",
3242"text | <span style='font-size:8px'> You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save.",
3243"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
3244"bullet | <span style='font-size:8px'> <b>Success</b> Whenever the target becomes affected by a spell with a duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage; the curse and the persistent damage end after 1 minute.",
3245"bullet | <span style='font-size:8px'> <b>Failure</b> As success, but the curse and persistent damage do not end on their own.",
3246"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but the persistent force damage is 4d12."
3247],
3248"tags": [],
3249"color": ""
3250},
3251{
3252"count": 1,
3253"title": "Spirit Blast",
3254"contents": [
3255"subtitle | Spell 6",
3256"subtitle | Force Necromancy",
3257"rule",
3258"property | Casting | [AA] S, V",
3259"property | Range | 30 feet",
3260"property | Targets | 1 creature",
3261"property | Saving Throw | Fortitude",
3262"rule",
3263"text | <span style='font-size:8px'> You concentrate ethereal energy and attack a creature’s spirit, dealing 16d6 force damage. Because spirit blast affects the creature’s spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target’s body is elsewhere. The possessed creature isn’t harmed by the blast. The blast doesn’t harm creatures that have no spirit, such as constructs.",
3264"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 2d6."
3265],
3266"tags": [],
3267"color": ""
3268},
3269{
3270"count": 1,
3271"title": "Spirit Link",
3272"contents": [
3273"subtitle | Spell 1",
3274"subtitle | Healing Necromancy",
3275"rule",
3276"property | Casting | [AA] S, V",
3277"property | Range | 30 feet",
3278"property | Targets | 1 willing creature",
3279"property | Duration | 10 minutes",
3280"rule",
3281"text | <span style='font-size:8px'> You form a spiritual link with another creature, allowing you to take 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.",
3282"text | <span style='font-size:8px'> 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.",
3283"text | <span style='font-size:8px'> Heightened (+1) The number of Hit Points transferred each time increases by 2."
3284],
3285"tags": [],
3286"color": ""
3287},
3288{
3289"count": 1,
3290"title": "Spirit Song",
3291"contents": [
3292"subtitle | Spell 8",
3293"subtitle | Force Necromancy",
3294"rule",
3295"property | Casting | [AA] S, V",
3296"property | Saving Throw | Fortitude",
3297"rule",
3298"text | <span style='font-size:8px'> Your eldritch song sends pulsing waves of ethereal energy to attack creatures’ spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures’ spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target’s body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms.",
3299"text | <span style='font-size:8px'> Possessed creatures aren’t harmed by the song. The song doesn’t harm creatures that have no spirit, such as constructs.",
3300"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 2d6."
3301],
3302"tags": [],
3303"color": ""
3304},
3305{
3306"count": 1,
3307"title": "Spiritual Epidemic",
3308"contents": [
3309"subtitle | Spell 8",
3310"subtitle | Curse Necromancy",
3311"rule",
3312"property | Casting | [AA] S, V",
3313"property | Range | 120 feet",
3314"property | Targets | 1 creature",
3315"property | Saving Throw | Will",
3316"property | Duration | varies",
3317"rule",
3318"text | <span style='font-size:8px'> You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it’s affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way.",
3319"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
3320"bullet | <span style='font-size:8px'> <b>Success</b> The target is enfeebled 2 and stupefied 2 for 1 round.",
3321"bullet | <span style='font-size:8px'> <b>Failure</b> The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently.",
3322"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently."
3323],
3324"tags": [],
3325"color": ""
3326},
3327{
3328"count": 1,
3329"title": "Spiritual Weapon",
3330"contents": [
3331"subtitle | Spell 2",
3332"subtitle | Attack Evocation Force",
3333"rule",
3334"property | Casting | [AA] S, V; Requirements You have a deity.",
3335"property | Range | 120 feet",
3336"property | Duration | sustained up to 1 minute",
3337"rule",
3338"text | <span style='font-size:8px'> A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as your deity’s favored weapon.",
3339"text | <span style='font-size:8px'> When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.",
3340"text | <span style='font-size:8px'> The weapon’s Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.",
3341"text | <span style='font-size:8px'> The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would. The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.",
3342"text | <span style='font-size:8px'> Heightened (+2) The weapon’s damage increases by 1d8."
3343],
3344"tags": [],
3345"color": ""
3346},
3347{
3348"count": 1,
3349"title": "Status",
3350"contents": [
3351"subtitle | Spell 2",
3352"subtitle | Detection Divination",
3353"rule",
3354"property | Casting | [AA] S, V",
3355"property | Range | touch",
3356"property | Targets | 1 willing living creature",
3357"property | Duration | 1 day",
3358"rule",
3359"text | <span style='font-size:8px'> As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target’s direction from you, distance from you, and any conditions affecting it.",
3360"description | <span style='font-size:8px'> Heightened (4th) | <span style='font-size:8px'> The spell’s range increases to 30 feet, and you can target up to 10 creatures."
3361],
3362"tags": [],
3363"color": ""
3364},
3365{
3366"count": 1,
3367"title": "Subconscious Suggestion",
3368"contents": [
3369"subtitle | Spell 5",
3370"subtitle | Enchantment Incapacitation Linguistic Mental",
3371"rule",
3372"property | Casting | [AA] S, V",
3373"property | Range | 30 feet",
3374"property | Targets | 1 creature",
3375"property | Saving Throw | Will",
3376"property | Duration | varies",
3377"rule",
3378"text | <span style='font-size:8px'> You implant a subconscious suggestion deep within the target’s mind for them to follow when a trigger you specify occurs. You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can’t be self-destructive or obviously against the target’s self-interest. The target must attempt a Will save.",
3379"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected and knows you tried to control it.",
3380"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected and thinks you were talking to them normally, not casting a spell on them.",
3381"bullet | <span style='font-size:8px'> <b>Failure</b> The suggestion remains in the target’s subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.",
3382"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but the duration is 1 hour.",
3383"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> You can target up to 10 creatures."
3384],
3385"tags": [],
3386"color": ""
3387},
3388{
3389"count": 1,
3390"title": "Suggestion",
3391"contents": [
3392"subtitle | Spell 4",
3393"subtitle | Enchantment Incapacitation Linguistic Mental",
3394"rule",
3395"property | Casting | [AA] S, V",
3396"property | Range | 30 feet",
3397"property | Targets | 1 creature",
3398"property | Saving Throw | Will",
3399"property | Duration | varies",
3400"rule",
3401"text | <span style='font-size:8px'> Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can’t be self?destructive or obviously against the target’s self-interest. The target must attempt a Will save.",
3402"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected and knows you tried to control it.",
3403"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected and thinks you were talking to them normally, not casting a spell on them.",
3404"bullet | <span style='font-size:8px'> <b>Failure</b> The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.",
3405"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but the base duration is 1 hour.",
3406"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> You can target up to 10 creatures."
3407],
3408"tags": [],
3409"color": ""
3410},
3411{
3412"count": 1,
3413"title": "Summon Entity",
3414"contents": [
3415"subtitle | Spell 5",
3416"subtitle | Conjuration",
3417"rule",
3418"property | Casting | [AAA] M, S, V",
3419"property | Range | 30 feet",
3420"property | Duration | sustained up to 1 minute",
3421"rule",
3422"text | <span style='font-size:8px'> You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower.",
3423"text | <span style='font-size:8px'> Heightened As summon animal."
3424],
3425"tags": [],
3426"color": ""
3427},
3428{
3429"count": 1,
3430"title": "Summon Fey",
3431"contents": [
3432"subtitle | Spell 1",
3433"subtitle | Conjuration",
3434"rule",
3435"property | Casting | [AAA] M, S, V",
3436"property | Range | 30 feet",
3437"property | Duration | sustained up to 1 minute",
3438"rule",
3439"text | <span style='font-size:8px'> You conjure a fey to fight for you. This works like summon animal, except you summon a common creature that has the fey trait and whose level is -1.",
3440"text | <span style='font-size:8px'> Heightened As summon animal."
3441],
3442"tags": [],
3443"color": ""
3444},
3445{
3446"count": 1,
3447"title": "Synaptic Pulse",
3448"contents": [
3449"subtitle | Spell 5",
3450"subtitle | Enchantment Incapacitation Mental",
3451"rule",
3452"property | Casting | [AA] S, V",
3453"property | Range | 30 feet",
3454"property | Saving Throw | Will",
3455"property | Duration | 1 round",
3456"rule",
3457"text | <span style='font-size:8px'> You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each creature in the area must attempt a Will save.",
3458"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature is unaffected.",
3459"bullet | <span style='font-size:8px'> <b>Success</b> The creature is stunned 1.",
3460"bullet | <span style='font-size:8px'> <b>Failure</b> The creature is stunned 2.",
3461"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature is stunned for 1 round."
3462],
3463"tags": [],
3464"color": ""
3465},
3466{
3467"count": 1,
3468"title": "Synesthesia",
3469"contents": [
3470"subtitle | Spell 5",
3471"subtitle | Divination Mental",
3472"rule",
3473"property | Casting | [AA] S, V",
3474"property | Range | 30 feet",
3475"property | Targets | 1 creature",
3476"property | Saving Throw | Will",
3477"property | Duration | 1 minute",
3478"rule",
3479"text | <span style='font-size:8px'> The target’s senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save.",
3480"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
3481"bullet | <span style='font-size:8px'> <b>Success</b> The target is affected for 1 round.",
3482"bullet | <span style='font-size:8px'> <b>Failure</b> The target is affected for 1 minute.",
3483"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, and the target is stunned 2 as it attempts to process the sensory shifts.",
3484"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> You can target up to five creatures."
3485],
3486"tags": [],
3487"color": ""
3488},
3489{
3490"count": 1,
3491"title": "Talking Corpse",
3492"contents": [
3493"subtitle | Spell 4",
3494"subtitle | Uncommon Necromancy",
3495"rule",
3496"property | Casting | 10 minutes (M, S, V)",
3497"property | Range | touch",
3498"property | Targets | 1 corpse",
3499"property | Saving Throw | Will",
3500"property | Duration | 10 minutes",
3501"rule",
3502"text | <span style='font-size:8px'> You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body’s latent memories rather than summoning back the deceased’s spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.",
3503"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target can lie or refuse to answer your questions, and the target’s spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.",
3504"bullet | <span style='font-size:8px'> <b>Success</b> The target can provide false information or refuse to answer your questions.",
3505"bullet | <span style='font-size:8px'> <b>Failure</b> The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell’s duration runs out before you can ask all your questions.",
3506"bullet | <span style='font-size:8px'> <b>Critical Failure</b> As failure, but the target’s answers are more direct and less repetitive, though still cryptic. It takes a -2 status penalty to Deception checks to deceive or mislead you."
3507],
3508"tags": [],
3509"color": ""
3510},
3511{
3512"count": 1,
3513"title": "Telekinetic Haul",
3514"contents": [
3515"subtitle | Spell 5",
3516"subtitle | Evocation",
3517"rule",
3518"property | Casting | [AA] S, V",
3519"property | Range | 120 feet",
3520"property | Targets | 1 object of up to 80 Bulk with no dimension longer than 20 feet",
3521"property | Duration | sustained up to 1 minute",
3522"rule",
3523"text | <span style='font-size:8px'> You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move."
3524],
3525"tags": [],
3526"color": ""
3527},
3528{
3529"count": 1,
3530"title": "Telekinetic Maneuver",
3531"contents": [
3532"subtitle | Spell 2",
3533"subtitle | Attack Evocation Force",
3534"rule",
3535"property | Casting | [AA] S, V",
3536"property | Range | 60 feet",
3537"property | Targets | 1 creature",
3538"rule",
3539"text | <span style='font-size:8px'> With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check."
3540],
3541"tags": [],
3542"color": ""
3543},
3544{
3545"count": 1,
3546"title": "Telekinetic Projectile",
3547"contents": [
3548"subtitle | Cantrip 1",
3549"subtitle | Attack Cantrip Evocation",
3550"rule",
3551"property | Casting | [AA] S, V",
3552"property | Range | 30 feet",
3553"property | Targets | 1 creature",
3554"rule",
3555"text | <span style='font-size:8px'> You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a ranged attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier.",
3556"text | <span style='font-size:8px'> No specific traits or magic properties of the hurled item affect the attack or the damage.",
3557"bullet | <span style='font-size:8px'> <b>Critical Success</b> You deal double damage.",
3558"bullet | <span style='font-size:8px'> <b>Success</b> You deal full damage.",
3559"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 1d6."
3560],
3561"tags": [],
3562"color": ""
3563},
3564{
3565"count": 1,
3566"title": "Telepathic Bond",
3567"contents": [
3568"subtitle | Spell 5",
3569"subtitle | Uncommon Divination Mental",
3570"rule",
3571"property | Casting | 1 minute (M, S, V)",
3572"property | Range | touch",
3573"property | Targets | you and up to 4 willing creatures touched Duration 8 hours",
3574"property | Duration | 8 hours",
3575"rule",
3576"text | <span style='font-size:8px'> The targets can communicate telepathically with any or all of the other targets from any point on the same planet."
3577],
3578"tags": [],
3579"color": ""
3580},
3581{
3582"count": 1,
3583"title": "Telepathic Demand",
3584"contents": [
3585"subtitle | Spell 9",
3586"subtitle | Enchantment Incapacitation Linguistic Mental",
3587"rule",
3588"property | Casting | [AAA] M, S, V",
3589"property | Range | planetary",
3590"property | Targets | 1 creature you’ve telepathically contacted before",
3591"property | Saving Throw | Will",
3592"property | Duration | varies",
3593"rule",
3594"text | <span style='font-size:8px'> You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion, with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy spell."
3595],
3596"tags": [],
3597"color": ""
3598},
3599{
3600"count": 1,
3601"title": "Telepathy",
3602"contents": [
3603"subtitle | Spell 4",
3604"subtitle | Divination Linguistic Mental",
3605"rule",
3606"property | Casting | [AA] S, V; Duration 10 minutes",
3607"property | Duration | 10 minutes",
3608"rule",
3609"text | <span style='font-size:8px'> You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you.",
3610"description | <span style='font-size:8px'> Heightened (6th) | <span style='font-size:8px'> Telepathy loses the linguistic trait. You can communicate telepathically with creatures using shared mental imagery even if you don’t share a language."
3611],
3612"tags": [],
3613"color": ""
3614},
3615{
3616"count": 1,
3617"title": "Teleport",
3618"contents": [
3619"subtitle | Spell 6",
3620"subtitle | Uncommon Conjuration Teleportation",
3621"rule",
3622"property | Casting | 10 minutes (M, S, V)",
3623"property | Range | 100 miles",
3624"property | Targets | you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature.",
3625"rule",
3626"text | <span style='font-size:8px'> You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location’s appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.",
3627"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> You and the other targets can travel to any location within 1,000 miles.",
3628"description | <span style='font-size:8px'> Heightened (8th) | <span style='font-size:8px'> You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.",
3629"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location’s position and appearance, you arrive on the new planet 100 miles off target.",
3630"description | <span style='font-size:8px'> Heightened (10th) | <span style='font-size:8px'> As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy."
3631],
3632"tags": [],
3633"color": ""
3634},
3635{
3636"count": 1,
3637"title": "Time Stop",
3638"contents": [
3639"subtitle | Spell 10",
3640"subtitle | Transmutation",
3641"rule",
3642"property | Casting | [AAA] M, S, V",
3643"rule",
3644"text | <span style='font-size:8px'> You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can’t target or affect them with anything.",
3645"text | <span style='font-size:8px'> Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop’s duration, such as wall of fire, it immediately affects others again, but it doesn’t have any of the effects that happen only when you first cast the spell."
3646],
3647"tags": [],
3648"color": ""
3649},
3650{
3651"count": 1,
3652"title": "Tongues",
3653"contents": [
3654"subtitle | Spell 5",
3655"subtitle | Uncommon Divination",
3656"rule",
3657"property | Casting | [AA] S, V",
3658"property | Range | touch",
3659"property | Targets | 1 creature",
3660"property | Duration | 1 hour",
3661"rule",
3662"text | <span style='font-size:8px'> The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn’t know what language that is.",
3663"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The duration is 8 hours."
3664],
3665"tags": [],
3666"color": ""
3667},
3668{
3669"count": 1,
3670"title": "Touch of Idiocy",
3671"contents": [
3672"subtitle | Spell 2",
3673"subtitle | Enchantment Mental",
3674"rule",
3675"property | Casting | [AA] S, V",
3676"property | Range | touch",
3677"property | Targets | 1 living creature",
3678"property | Saving Throw | Will",
3679"property | Duration | 1 minute",
3680"rule",
3681"text | <span style='font-size:8px'> You dull the target’s mind; the target must attempt a Will save.",
3682"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected.",
3683"bullet | <span style='font-size:8px'> <b>Failure</b> The target is stupefied 2.",
3684"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is stupefied 4."
3685],
3686"tags": [],
3687"color": ""
3688},
3689{
3690"count": 1,
3691"title": "True Seeing",
3692"contents": [
3693"subtitle | Spell 6",
3694"subtitle | Divination Revelation",
3695"rule",
3696"property | Casting | [AA] S, V; Duration 10 minutes",
3697"property | Duration | 10 minutes",
3698"rule",
3699"text | <span style='font-size:8px'> You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature’s true form, but you don’t end the polymorph spell)."
3700],
3701"tags": [],
3702"color": ""
3703},
3704{
3705"count": 1,
3706"title": "True Strike",
3707"contents": [
3708"subtitle | Spell 1",
3709"subtitle | Divination Fortune",
3710"rule",
3711"property | Casting | [A] V; Duration until the end of your turn",
3712"property | Duration | until the end of your turn",
3713"rule",
3714"text | <span style='font-size:8px'> A glimpse into the future ensures your next blow strikes true.",
3715"text | <span style='font-size:8px'> The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden."
3716],
3717"tags": [],
3718"color": ""
3719},
3720{
3721"count": 1,
3722"title": "True Target",
3723"contents": [
3724"subtitle | Spell 7",
3725"subtitle | Divination Fortune Prediction",
3726"rule",
3727"property | Casting | [A] V",
3728"property | Range | 60 feet",
3729"property | Targets | 1 creature",
3730"property | Duration | until the start of your next turn",
3731"rule",
3732"text | <span style='font-size:8px'> You delve into the possible futures of the next few seconds to understand all the ways your target might avoid harm, then cast out a vision of that future to those around you. On the first attack roll made against the target during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden."
3733],
3734"tags": [],
3735"color": ""
3736},
3737{
3738"count": 1,
3739"title": "Uncontrollable Dance",
3740"contents": [
3741"subtitle | Spell 8",
3742"subtitle | Enchantment Incapacitation Mental",
3743"rule",
3744"property | Casting | [AA] S, V",
3745"property | Range | touch",
3746"property | Targets | 1 creature",
3747"property | Saving Throw | Will",
3748"property | Duration | varies",
3749"rule",
3750"text | <span style='font-size:8px'> The target is overcome with an all-consuming urge to dance.",
3751"text | <span style='font-size:8px'> For the duration of the spell, the target is flat-footed and can’t use reactions. While affected, the creature can’t use actions with the move trait except to dance, using the Stride action to move up to half its Speed.",
3752"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
3753"bullet | <span style='font-size:8px'> <b>Success</b> The spell’s duration is 3 rounds, and the target must spend at least 1 action each turn dancing.",
3754"bullet | <span style='font-size:8px'> <b>Failure</b> The spell’s duration is 1 minute, and the target must spend at least 2 actions each turn dancing.",
3755"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The spell’s duration is 1 minute, and the target must spend all its actions each turn dancing."
3756],
3757"tags": [],
3758"color": ""
3759},
3760{
3761"count": 1,
3762"title": "Undetectable Alignment",
3763"contents": [
3764"subtitle | Spell 2",
3765"subtitle | Uncommon Abjuration",
3766"rule",
3767"property | Casting | 1 minute (M, S, V)",
3768"property | Range | touch",
3769"property | Targets | 1 creature or object",
3770"property | Duration | until the next time you make your daily preparations",
3771"rule",
3772"text | <span style='font-size:8px'> You shroud a creature in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment."
3773],
3774"tags": [],
3775"color": ""
3776},
3777{
3778"count": 1,
3779"title": "Unfathomable Song",
3780"contents": [
3781"subtitle | Spell 9",
3782"subtitle | Auditory Emotion Enchantment Fear Incapacitation Mental",
3783"rule",
3784"property | Casting | [AA] S, V",
3785"property | Range | 120 feet",
3786"property | Targets | up to 5 creatures",
3787"property | Saving Throw | Will",
3788"property | Duration | sustained up to 1 minute",
3789"rule",
3790"text | <span style='font-size:8px'> Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again each time you Sustain the Spell. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell.",
3791"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected, can’t be affected on subsequent rounds, and is temporarily immune for 1 minute.",
3792"bullet | <span style='font-size:8px'> <b>Success</b> The target is unaffected this round, but it can be affected on subsequent rounds.",
3793"bullet | <span style='font-size:8px'> <b>Failure</b> Roll 1d4 on the table below.",
3794"bullet | <span style='font-size:8px'> <b>Critical Failure</b> Roll 1d4+1 on the table below."
3795],
3796"tags": [],
3797"color": ""
3798},
3799{
3800"count": 1,
3801"title": "Unrelenting Observation",
3802"contents": [
3803"subtitle | Spell 8",
3804"subtitle | Divination Scrying",
3805"rule",
3806"property | Casting | [AA] S, V",
3807"property | Range | 100 feet",
3808"property | Targets | 1 creature or object tracked and up to 5 other willing creatures",
3809"property | Duration | varies",
3810"rule",
3811"text | <span style='font-size:8px'> This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it’s out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover.",
3812"text | <span style='font-size:8px'> The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn’t matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don’t see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person.",
3813"text | <span style='font-size:8px'> If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.",
3814"bullet | <span style='font-size:8px'> <b>Critical Success</b> The creature or object is unaffected.",
3815"bullet | <span style='font-size:8px'> <b>Success</b> As described, and the duration is 1 minute.",
3816"bullet | <span style='font-size:8px'> <b>Failure</b> As described, and the duration is 1 hour."
3817],
3818"tags": [],
3819"color": ""
3820},
3821{
3822"count": 1,
3823"title": "Unseen Servant",
3824"contents": [
3825"subtitle | Spell 1subtitle | Creature -1",
3826"subtitle | Conjurationsubtitle | Medium Mindless",
3827"rule",
3828"property | Casting | [AAA] M, S, V",
3829"property | Range | 60 feet",
3830"property | Duration | sustained",
3831"rule",
3832"text | <span style='font-size:8px'> You summon an unseen servant (see the sidebar), which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.",
3833"text | <span style='font-size:8px'> Use this stat block for an unseen servant.",
3834"text | <span style='font-size:8px'> Medium Mindless",
3835"text | <span style='font-size:8px'> Senses Perception +0; darkvision",
3836"text | <span style='font-size:8px'> Languages — (understands its creator)",
3837"text | <span style='font-size:8px'> Skills Stealth +8",
3838"text | <span style='font-size:8px'> Str -4, Dex +2, Con +0, Int -5, Wis +0, Cha +0",
3839"text | <span style='font-size:8px'> An unseen servant is invisible, though it normally doesn’t Sneak, so it is usually only hidden.",
3840"text | <span style='font-size:8px'> AC 13; Fort +0, Ref +4, Will +0",
3841"text | <span style='font-size:8px'> HP 4; Immunities disease, mental, non-magical attacks, paralysis, poison, precision, unconscious; Resistances all damage 5 (except force or ghost touch)",
3842"text | <span style='font-size:8px'> Speed fly 30 feet",
3843"text | <span style='font-size:8px'> Force Body An unseen servant‘s physical body is made of force. It can’t use attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass through solid objects."
3844],
3845"tags": [],
3846"color": ""
3847},
3848{
3849"count": 1,
3850"title": "Vampiric Exsanguination",
3851"contents": [
3852"subtitle | Spell 6",
3853"subtitle | Death Necromancy Negative",
3854"rule",
3855"property | Casting | [AA] S, V",
3856"property | Saving Throw | Fortitude",
3857"rule",
3858"text | <span style='font-size:8px'> You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area.",
3859"text | <span style='font-size:8px'> You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.",
3860"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 2d6."
3861],
3862"tags": [],
3863"color": ""
3864},
3865{
3866"count": 1,
3867"title": "Vampiric Touch",
3868"contents": [
3869"subtitle | Spell 3",
3870"subtitle | Death Necromancy Negative",
3871"rule",
3872"property | Casting | [AA] S, V",
3873"property | Range | touch",
3874"property | Targets | 1 living creature",
3875"property | Saving Throw | Fortitude",
3876"rule",
3877"text | <span style='font-size:8px'> Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.",
3878"text | <span style='font-size:8px'> Heightened (+1) The damage increases by 2d6."
3879],
3880"tags": [],
3881"color": ""
3882},
3883{
3884"count": 1,
3885"title": "Veil",
3886"contents": [
3887"subtitle | Spell 4",
3888"subtitle | Illusion Visual",
3889"rule",
3890"property | Casting | [AA] S, Vproperty | Casting | Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained. You can dismiss any or all of these disguises.",
3891"property | Range | 30 feet",
3892"property | Targets | up to 10 creatures",
3893"property | Duration | 1 hour",
3894"rule",
3895"description | <span style='font-size:8px'> Heightened (5th) | <span style='font-size:8px'> The spell also disguises the targets’ voices and scents; it gains the auditory trait.",
3896"description | <span style='font-size:8px'> Heightened (7th) | <span style='font-size:8px'> The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets’ voices and scents; it gains the auditory trait."
3897],
3898"tags": [],
3899"color": ""
3900},
3901{
3902"count": 1,
3903"title": "Ventriloquism",
3904"contents": [
3905"subtitle | Spell 1",
3906"subtitle | Auditory Illusion",
3907"rule",
3908"property | Casting | [AA] S, V; Duration 10 minutes",
3909"property | Duration | 10 minutes",
3910"rule",
3911"text | <span style='font-size:8px'> 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.",
3912"description | <span style='font-size:8px'> Heightened (2nd) | <span style='font-size:8px'> The spell’s duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound."
3913],
3914"tags": [],
3915"color": ""
3916},
3917{
3918"count": 1,
3919"title": "Vibrant Pattern",
3920"contents": [
3921"subtitle | Spell 6",
3922"subtitle | Illusion Incapacitation Visual",
3923"rule",
3924"property | Casting | [AA] M, S",
3925"property | Range | 120 feet",
3926"property | Saving Throw | Will",
3927"property | Duration | sustained up to 1 minute",
3928"rule",
3929"text | <span style='font-size:8px'> You create a pattern of Lights that pulses with intensity.",
3930"text | <span style='font-size:8px'> Creatures are dazzled while inside the pattern.",
3931"text | <span style='font-size:8px'> In addition, a creature must attempt a Will saving throw if it’s inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn’t need to attempt new saving throws.",
3932"bullet | <span style='font-size:8px'> <b>Success</b> The creature is unaffected.",
3933"bullet | <span style='font-size:8px'> <b>Failure</b> The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute.",
3934"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The creature is blinded for 1 minute."
3935],
3936"tags": [],
3937"color": ""
3938},
3939{
3940"count": 1,
3941"title": "Visions of Danger",
3942"contents": [
3943"subtitle | Spell 7",
3944"subtitle | Auditory Illusion Visual",
3945"rule",
3946"property | Casting | [AAA] M, S, V",
3947"property | Range | 500 feet",
3948"property | Saving Throw | Will",
3949"property | Duration | 1 minute",
3950"rule",
3951"text | <span style='font-size:8px'> An illusion of horrific creatures fills the spell’s area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage to each creature that’s inside the burst when it’s created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.",
3952"text | <span style='font-size:8px'> Heightened (+1) The mental damage increases by 1d8."
3953],
3954"tags": [],
3955"color": ""
3956},
3957{
3958"count": 1,
3959"title": "Wail of the Banshee",
3960"contents": [
3961"subtitle | Spell 9",
3962"subtitle | Auditory Death Necromancy Negative",
3963"rule",
3964"property | Casting | [AA] S, V",
3965"property | Targets | any number of creatures",
3966"property | Saving Throw | Fortitude",
3967"rule",
3968"text | <span style='font-size:8px'> Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save.",
3969"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
3970"bullet | <span style='font-size:8px'> <b>Success</b> The target takes full damage.",
3971"bullet | <span style='font-size:8px'> <b>Failure</b> The target takes full damage and is drained 1d4.",
3972"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target takes double damage and is drained 4."
3973],
3974"tags": [],
3975"color": ""
3976},
3977{
3978"count": 1,
3979"title": "Wall of Force",
3980"contents": [
3981"subtitle | Spell 6",
3982"subtitle | Evocation Force",
3983"rule",
3984"property | Casting | [AAA] M, S, V",
3985"property | Range | 30 feet",
3986"property | Duration | 1 minute",
3987"rule",
3988"text | <span style='font-size:8px'> You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it’s immune to critical hits and precision damage.",
3989"text | <span style='font-size:8px'> The wall blocks physical effects from passing through it, and because it’s made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).",
3990"text | <span style='font-size:8px'> Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a Rod of cancellation or sphere of annihilation.",
3991"text | <span style='font-size:8px'> Heightened (+2) The Hit Points of the wall increases by 20."
3992],
3993"tags": [],
3994"color": ""
3995},
3996{
3997"count": 1,
3998"title": "Wanderer’s Guide",
3999"contents": [
4000"subtitle | Spell 3",
4001"subtitle | Divination",
4002"rule",
4003"property | Casting | 1 minute (M, S, V); Duration until your next daily preparations",
4004"property | Duration | until your next daily preparations",
4005"rule",
4006"text | <span style='font-size:8px'> You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don’t deviate from the inspired route. This doesn’t have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route."
4007],
4008"tags": [],
4009"color": ""
4010},
4011{
4012"count": 1,
4013"title": "Warp Mind",
4014"contents": [
4015"subtitle | Spell 7",
4016"subtitle | Emotion Enchantment Incapacitation Mental",
4017"rule",
4018"property | Casting | [AA] S, V",
4019"property | Range | 120 feet",
4020"property | Targets | 1 creature",
4021"property | Saving Throw | Will",
4022"rule",
4023"text | <span style='font-size:8px'> You scramble a creature’s mental faculties and sensory input.",
4024"text | <span style='font-size:8px'> The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind’s effects happen instantly, so dispel magic and other effects that counteract spells can’t counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects.",
4025"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
4026"bullet | <span style='font-size:8px'> <b>Success</b> The target spends the first action on its next turn with the confused condition.",
4027"bullet | <span style='font-size:8px'> <b>Failure</b> The target is confused for 1 minute.",
4028"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is confused permanently."
4029],
4030"tags": [],
4031"color": ""
4032},
4033{
4034"count": 1,
4035"title": "Weird",
4036"contents": [
4037"subtitle | Spell 9",
4038"subtitle | Death Emotion Fear Illusion Mental",
4039"rule",
4040"property | Casting | [AA] S, V",
4041"property | Range | 120 feet",
4042"property | Targets | any number of creatures",
4043"property | Saving Throw | Will",
4044"rule",
4045"text | <span style='font-size:8px'> You fill the targets’ minds with terrifying images of fearsome creatures, each drawn from the targets’ worst fears. Only the targets can see their assailants. Each target takes 16d6 mental damage and must attempt a Will save.",
4046"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
4047"bullet | <span style='font-size:8px'> <b>Success</b> The target takes half damage and is frightened 1.",
4048"bullet | <span style='font-size:8px'> <b>Failure</b> The target takes full damage and is frightened 2.",
4049"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target is so afraid, it might instantly die.",
4050"text | <span style='font-size:8px'> It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is frightened 2, and it’s also fleeing until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies."
4051],
4052"tags": [],
4053"color": ""
4054},
4055{
4056"count": 1,
4057"title": "Zealous Conviction",
4058"contents": [
4059"subtitle | Spell 6",
4060"subtitle | Enchantment",
4061"rule",
4062"property | Casting | [AA] S, V",
4063"property | Range | 30 feet",
4064"property | Targets | up to 10 willing creatures",
4065"property | Duration | 10 minutes",
4066"rule",
4067"text | <span style='font-size:8px'> You bypass your targets’ rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell’s effects on itself entirely.",
4068"description | <span style='font-size:8px'> Heightened (9th) | <span style='font-size:8px'> The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3."
4069],
4070"tags": [],
4071"color": ""
4072},
4073{
4074"count": 1,
4075"title": "Zone of Truth",
4076"contents": [
4077"subtitle | Spell 3",
4078"subtitle | Uncommon Enchantment Mental",
4079"rule",
4080"property | Casting | [AA] S, V",
4081"property | Range | 30 feet",
4082"property | Saving Throw | Will",
4083"property | Duration | 10 minutes",
4084"rule",
4085"text | <span style='font-size:8px'> You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth.",
4086"bullet | <span style='font-size:8px'> <b>Critical Success</b> The target is unaffected.",
4087"bullet | <span style='font-size:8px'> <b>Success</b> The target takes a -2 status penalty to Deception checks.",
4088"bullet | <span style='font-size:8px'> <b>Failure</b> The target can’t speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks.",
4089"bullet | <span style='font-size:8px'> <b>Critical Failure</b> The target can’t speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks."
4090],
4091"tags": [],
4092"color": ""
4093}]