@opencharacter/orc-2e 0.0.0-stage → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (4717) hide show
  1. package/LICENSE +54 -0
  2. package/README.md +838 -2
  3. package/content/afflictions/arsenic.yaml +16 -0
  4. package/content/afflictions/belladonna.yaml +8 -0
  5. package/content/afflictions/black-adder-venom.yaml +12 -0
  6. package/content/afflictions/black-lotus-extract.yaml +16 -0
  7. package/content/afflictions/blightburn-resin.yaml +12 -0
  8. package/content/afflictions/blinding-sickness.yaml +13 -0
  9. package/content/afflictions/bog-rot.yaml +25 -0
  10. package/content/afflictions/bonechill.yaml +9 -0
  11. package/content/afflictions/brain-worms.yaml +11 -0
  12. package/content/afflictions/brimstone-fumes.yaml +16 -0
  13. package/content/afflictions/bubonic-plague.yaml +10 -0
  14. package/content/afflictions/cave-worm-venom.yaml +16 -0
  15. package/content/afflictions/cerulean-scourge.yaml +12 -0
  16. package/content/afflictions/choking-death.yaml +7 -0
  17. package/content/afflictions/cowards-roots.yaml +4 -0
  18. package/content/afflictions/crimson-ooze.yaml +12 -0
  19. package/content/afflictions/curse-of-death.yaml +16 -0
  20. package/content/afflictions/curse-of-nightmares.yaml +4 -0
  21. package/content/afflictions/curse-of-slumber.yaml +6 -0
  22. package/content/afflictions/curse-of-the-ravenous.yaml +4 -0
  23. package/content/afflictions/cytillesh-oil.yaml +12 -0
  24. package/content/afflictions/dagger-venom.yaml +5 -0
  25. package/content/afflictions/deathcap-powder.yaml +15 -0
  26. package/content/afflictions/enervating-powder.yaml +8 -0
  27. package/content/afflictions/fearflower-nectar.yaml +16 -0
  28. package/content/afflictions/giant-centipede-venom.yaml +16 -0
  29. package/content/afflictions/giant-scorpion-venom.yaml +16 -0
  30. package/content/afflictions/goblin-pox.yaml +8 -0
  31. package/content/afflictions/grave-curse.yaml +4 -0
  32. package/content/afflictions/graveroot.yaml +15 -0
  33. package/content/afflictions/hemlock.yaml +16 -0
  34. package/content/afflictions/kings-sleep.yaml +7 -0
  35. package/content/afflictions/leadenleg.yaml +37 -0
  36. package/content/afflictions/lethargy-poison.yaml +8 -0
  37. package/content/afflictions/malaria.yaml +9 -0
  38. package/content/afflictions/mindfog-mist.yaml +9 -0
  39. package/content/afflictions/nethershade.yaml +19 -0
  40. package/content/afflictions/nettleweed-residue.yaml +12 -0
  41. package/content/afflictions/nightmare-fever.yaml +23 -0
  42. package/content/afflictions/oath-of-the-flesh.yaml +4 -0
  43. package/content/afflictions/reviled-of-nature.yaml +4 -0
  44. package/content/afflictions/reviling-earth.yaml +7 -0
  45. package/content/afflictions/scarlet-fever.yaml +8 -0
  46. package/content/afflictions/scarlet-leprosy.yaml +14 -0
  47. package/content/afflictions/sellswords-folly.yaml +4 -0
  48. package/content/afflictions/sewer-haze.yaml +10 -0
  49. package/content/afflictions/slayers-haunt.yaml +4 -0
  50. package/content/afflictions/slumber-wine.yaml +7 -0
  51. package/content/afflictions/spider-root.yaml +16 -0
  52. package/content/afflictions/spider-venom-spell.yaml +6 -0
  53. package/content/afflictions/spider-venom.yaml +18 -0
  54. package/content/afflictions/spirit-anchor.yaml +4 -0
  55. package/content/afflictions/sword-of-anathema.yaml +4 -0
  56. package/content/afflictions/tangle-root-toxin.yaml +33 -0
  57. package/content/afflictions/tears-of-death.yaml +16 -0
  58. package/content/afflictions/tetanus.yaml +8 -0
  59. package/content/afflictions/theft-of-thought.yaml +4 -0
  60. package/content/afflictions/thiefs-retribution.yaml +4 -0
  61. package/content/afflictions/tuberculosis.yaml +7 -0
  62. package/content/afflictions/unending-thirst.yaml +4 -0
  63. package/content/afflictions/wizards-ward.yaml +4 -0
  64. package/content/afflictions/wolfsbane.yaml +12 -0
  65. package/content/afflictions/wyvern-poison.yaml +12 -0
  66. package/content/ancestries/catfolk.yaml +32 -0
  67. package/content/ancestries/dwarf.yaml +32 -0
  68. package/content/ancestries/elf.yaml +32 -0
  69. package/content/ancestries/gnome.yaml +33 -0
  70. package/content/ancestries/goblin.yaml +32 -0
  71. package/content/ancestries/halfling.yaml +32 -0
  72. package/content/ancestries/hobgoblin.yaml +32 -0
  73. package/content/ancestries/human.yaml +17 -0
  74. package/content/ancestries/kholo.yaml +34 -0
  75. package/content/ancestries/kobold.yaml +32 -0
  76. package/content/ancestries/leshy.yaml +35 -0
  77. package/content/ancestries/lizardfolk.yaml +35 -0
  78. package/content/ancestries/orc.yaml +18 -0
  79. package/content/ancestries/ratfolk.yaml +34 -0
  80. package/content/ancestries/tengu.yaml +32 -0
  81. package/content/ancestries/tripkee.yaml +37 -0
  82. package/content/archetypes/acrobat.yaml +3 -0
  83. package/content/archetypes/alchemist.yaml +4 -0
  84. package/content/archetypes/archaeologist.yaml +3 -0
  85. package/content/archetypes/archer.yaml +3 -0
  86. package/content/archetypes/assassin.yaml +3 -0
  87. package/content/archetypes/barbarian.yaml +4 -0
  88. package/content/archetypes/bard.yaml +3 -0
  89. package/content/archetypes/bastion.yaml +3 -0
  90. package/content/archetypes/beastmaster.yaml +3 -0
  91. package/content/archetypes/blessed-one.yaml +3 -0
  92. package/content/archetypes/bounty-hunter.yaml +3 -0
  93. package/content/archetypes/cavalier.yaml +3 -0
  94. package/content/archetypes/celebrity.yaml +3 -0
  95. package/content/archetypes/champion.yaml +3 -0
  96. package/content/archetypes/cleric.yaml +3 -0
  97. package/content/archetypes/dandy.yaml +3 -0
  98. package/content/archetypes/druid.yaml +3 -0
  99. package/content/archetypes/dual-weapon-warrior.yaml +3 -0
  100. package/content/archetypes/duelist.yaml +3 -0
  101. package/content/archetypes/eldritch-archer.yaml +3 -0
  102. package/content/archetypes/familiar-master.yaml +3 -0
  103. package/content/archetypes/fighter.yaml +3 -0
  104. package/content/archetypes/gladiator.yaml +3 -0
  105. package/content/archetypes/herbalist.yaml +3 -0
  106. package/content/archetypes/investigator.yaml +7 -0
  107. package/content/archetypes/linguist.yaml +3 -0
  108. package/content/archetypes/marshal.yaml +3 -0
  109. package/content/archetypes/martial-artist.yaml +3 -0
  110. package/content/archetypes/mauler.yaml +3 -0
  111. package/content/archetypes/medic.yaml +3 -0
  112. package/content/archetypes/monk.yaml +3 -0
  113. package/content/archetypes/oracle.yaml +3 -0
  114. package/content/archetypes/pirate.yaml +3 -0
  115. package/content/archetypes/poisoner.yaml +3 -0
  116. package/content/archetypes/ranger.yaml +3 -0
  117. package/content/archetypes/ritualist.yaml +3 -0
  118. package/content/archetypes/rogue.yaml +3 -0
  119. package/content/archetypes/scout.yaml +3 -0
  120. package/content/archetypes/scroll-trickster.yaml +3 -0
  121. package/content/archetypes/scrounger.yaml +3 -0
  122. package/content/archetypes/sentinel.yaml +3 -0
  123. package/content/archetypes/snarecrafter.yaml +3 -0
  124. package/content/archetypes/sorcerer.yaml +3 -0
  125. package/content/archetypes/swashbuckler.yaml +7 -0
  126. package/content/archetypes/talisman-dabbler.yaml +3 -0
  127. package/content/archetypes/vigilante.yaml +3 -0
  128. package/content/archetypes/viking.yaml +3 -0
  129. package/content/archetypes/weapon-improviser.yaml +3 -0
  130. package/content/archetypes/witch.yaml +3 -0
  131. package/content/archetypes/wizard.yaml +3 -0
  132. package/content/archetypes/wrestler.yaml +3 -0
  133. package/content/armor/breastplate.yaml +12 -0
  134. package/content/armor/chain-mail.yaml +13 -0
  135. package/content/armor/chain-shirt.yaml +13 -0
  136. package/content/armor/explorers-clothing.yaml +12 -0
  137. package/content/armor/full-plate.yaml +13 -0
  138. package/content/armor/half-plate.yaml +12 -0
  139. package/content/armor/hide-armor.yaml +12 -0
  140. package/content/armor/leather-armor.yaml +12 -0
  141. package/content/armor/padded-armor.yaml +13 -0
  142. package/content/armor/scale-mail.yaml +12 -0
  143. package/content/armor/specific/dragonplate.yaml +14 -0
  144. package/content/armor/specific/electric-eelskin.yaml +28 -0
  145. package/content/armor/specific/elven-chain-high-grade.yaml +11 -0
  146. package/content/armor/specific/elven-chain-standard-grade.yaml +11 -0
  147. package/content/armor/specific/ghoul-hide.yaml +10 -0
  148. package/content/armor/specific/holy-chain.yaml +15 -0
  149. package/content/armor/specific/impenetrable-scale.yaml +16 -0
  150. package/content/armor/specific/life-saver-mail-greater.yaml +32 -0
  151. package/content/armor/specific/life-saver-mail.yaml +32 -0
  152. package/content/armor/specific/lions-armor-greater.yaml +18 -0
  153. package/content/armor/specific/lions-armor.yaml +18 -0
  154. package/content/armor/specific/mariners-splint.yaml +16 -0
  155. package/content/armor/specific/medusa-armor.yaml +10 -0
  156. package/content/armor/specific/moonlit-chain.yaml +12 -0
  157. package/content/armor/specific/onslaught-hide.yaml +13 -0
  158. package/content/armor/specific/tideplate.yaml +26 -0
  159. package/content/armor/specific/unholy-plate.yaml +12 -0
  160. package/content/armor/specific/warleaders-bulwark-greater.yaml +22 -0
  161. package/content/armor/specific/warleaders-bulwark.yaml +22 -0
  162. package/content/armor/splint-mail.yaml +12 -0
  163. package/content/armor/studded-leather-armor.yaml +12 -0
  164. package/content/backgrounds/acolyte.yaml +25 -0
  165. package/content/backgrounds/acrobat.yaml +25 -0
  166. package/content/backgrounds/amnesiac.yaml +7 -0
  167. package/content/backgrounds/animal-whisperer.yaml +40 -0
  168. package/content/backgrounds/artisan.yaml +25 -0
  169. package/content/backgrounds/artist.yaml +25 -0
  170. package/content/backgrounds/astrologer.yaml +21 -0
  171. package/content/backgrounds/bandit.yaml +40 -0
  172. package/content/backgrounds/barber.yaml +21 -0
  173. package/content/backgrounds/barkeep.yaml +25 -0
  174. package/content/backgrounds/barrister.yaml +25 -0
  175. package/content/backgrounds/blessed.yaml +20 -0
  176. package/content/backgrounds/bookkeeper.yaml +21 -0
  177. package/content/backgrounds/bounty-hunter.yaml +25 -0
  178. package/content/backgrounds/charlatan.yaml +25 -0
  179. package/content/backgrounds/cook.yaml +25 -0
  180. package/content/backgrounds/courier.yaml +23 -0
  181. package/content/backgrounds/criminal.yaml +25 -0
  182. package/content/backgrounds/cultist.yaml +27 -0
  183. package/content/backgrounds/cursed.yaml +19 -0
  184. package/content/backgrounds/detective.yaml +25 -0
  185. package/content/backgrounds/driver.yaml +41 -0
  186. package/content/backgrounds/emissary.yaml +27 -0
  187. package/content/backgrounds/entertainer.yaml +25 -0
  188. package/content/backgrounds/farmhand.yaml +25 -0
  189. package/content/backgrounds/feral-child.yaml +27 -0
  190. package/content/backgrounds/feybound.yaml +16 -0
  191. package/content/backgrounds/field-medic.yaml +25 -0
  192. package/content/backgrounds/fortune-teller.yaml +25 -0
  193. package/content/backgrounds/gambler.yaml +25 -0
  194. package/content/backgrounds/gladiator.yaml +25 -0
  195. package/content/backgrounds/guard.yaml +29 -0
  196. package/content/backgrounds/haunted.yaml +44 -0
  197. package/content/backgrounds/herbalist.yaml +25 -0
  198. package/content/backgrounds/hermit.yaml +42 -0
  199. package/content/backgrounds/hunter.yaml +25 -0
  200. package/content/backgrounds/insurgent.yaml +21 -0
  201. package/content/backgrounds/laborer.yaml +25 -0
  202. package/content/backgrounds/martial-disciple.yaml +42 -0
  203. package/content/backgrounds/merchant.yaml +25 -0
  204. package/content/backgrounds/miner.yaml +25 -0
  205. package/content/backgrounds/noble.yaml +29 -0
  206. package/content/backgrounds/nomad.yaml +40 -0
  207. package/content/backgrounds/outrider.yaml +21 -0
  208. package/content/backgrounds/pilgrim.yaml +23 -0
  209. package/content/backgrounds/prisoner.yaml +25 -0
  210. package/content/backgrounds/raised-by-belief.yaml +166 -0
  211. package/content/backgrounds/refugee.yaml +23 -0
  212. package/content/backgrounds/returned.yaml +22 -0
  213. package/content/backgrounds/root-worker.yaml +21 -0
  214. package/content/backgrounds/royalty.yaml +17 -0
  215. package/content/backgrounds/saboteur.yaml +21 -0
  216. package/content/backgrounds/sailor.yaml +25 -0
  217. package/content/backgrounds/scavenger.yaml +23 -0
  218. package/content/backgrounds/scholar.yaml +56 -0
  219. package/content/backgrounds/scout.yaml +40 -0
  220. package/content/backgrounds/servant.yaml +21 -0
  221. package/content/backgrounds/squire.yaml +27 -0
  222. package/content/backgrounds/street-urchin.yaml +27 -0
  223. package/content/backgrounds/tax-collector.yaml +23 -0
  224. package/content/backgrounds/teacher.yaml +29 -0
  225. package/content/backgrounds/tinker.yaml +25 -0
  226. package/content/backgrounds/ward.yaml +21 -0
  227. package/content/backgrounds/warrior.yaml +25 -0
  228. package/content/boosts/cha.yaml +5 -0
  229. package/content/boosts/con.yaml +5 -0
  230. package/content/boosts/dex.yaml +5 -0
  231. package/content/boosts/int.yaml +5 -0
  232. package/content/boosts/str.yaml +5 -0
  233. package/content/boosts/wis.yaml +5 -0
  234. package/content/classes/alchemist/fields/bomber.yaml +15 -0
  235. package/content/classes/alchemist/fields/chirurgeon.yaml +19 -0
  236. package/content/classes/alchemist/fields/mutagenist.yaml +23 -0
  237. package/content/classes/alchemist/fields/toxicologist.yaml +20 -0
  238. package/content/classes/alchemist.yaml +136 -0
  239. package/content/classes/barbarian/animals/ape-fist.yaml +10 -0
  240. package/content/classes/barbarian/animals/ape.yaml +6 -0
  241. package/content/classes/barbarian/animals/bear-claw.yaml +10 -0
  242. package/content/classes/barbarian/animals/bear-jaws.yaml +10 -0
  243. package/content/classes/barbarian/animals/bear.yaml +6 -0
  244. package/content/classes/barbarian/animals/bull-horn.yaml +10 -0
  245. package/content/classes/barbarian/animals/bull.yaml +6 -0
  246. package/content/classes/barbarian/animals/cat-claw.yaml +10 -0
  247. package/content/classes/barbarian/animals/cat-jaws.yaml +10 -0
  248. package/content/classes/barbarian/animals/cat.yaml +6 -0
  249. package/content/classes/barbarian/animals/deer-antler.yaml +10 -0
  250. package/content/classes/barbarian/animals/deer.yaml +6 -0
  251. package/content/classes/barbarian/animals/frog-jaws.yaml +10 -0
  252. package/content/classes/barbarian/animals/frog-tongue.yaml +10 -0
  253. package/content/classes/barbarian/animals/frog.yaml +6 -0
  254. package/content/classes/barbarian/animals/shark-jaws.yaml +10 -0
  255. package/content/classes/barbarian/animals/shark.yaml +6 -0
  256. package/content/classes/barbarian/animals/snake-fangs.yaml +10 -0
  257. package/content/classes/barbarian/animals/snake.yaml +6 -0
  258. package/content/classes/barbarian/animals/wolf-jaws.yaml +10 -0
  259. package/content/classes/barbarian/animals/wolf.yaml +6 -0
  260. package/content/classes/barbarian/armor-mastery.yaml +7 -0
  261. package/content/classes/barbarian/brutality.yaml +7 -0
  262. package/content/classes/barbarian/devastator.yaml +5 -0
  263. package/content/classes/barbarian/furious-footfalls.yaml +8 -0
  264. package/content/classes/barbarian/greater-juggernaut.yaml +8 -0
  265. package/content/classes/barbarian/greater-weapon-specialization.yaml +5 -0
  266. package/content/classes/barbarian/indomitable-will.yaml +8 -0
  267. package/content/classes/barbarian/instincts/animal.yaml +23 -0
  268. package/content/classes/barbarian/instincts/dragon.yaml +16 -0
  269. package/content/classes/barbarian/instincts/fury.yaml +18 -0
  270. package/content/classes/barbarian/instincts/giant.yaml +23 -0
  271. package/content/classes/barbarian/instincts/spirit.yaml +8 -0
  272. package/content/classes/barbarian/instincts/superstition.yaml +11 -0
  273. package/content/classes/barbarian/juggernaut.yaml +8 -0
  274. package/content/classes/barbarian/medium-armor-expertise.yaml +7 -0
  275. package/content/classes/barbarian/mighty-rage.yaml +5 -0
  276. package/content/classes/barbarian/perception-mastery.yaml +5 -0
  277. package/content/classes/barbarian/quick-tempered.yaml +3 -0
  278. package/content/classes/barbarian/rage.yaml +7 -0
  279. package/content/classes/barbarian/raging-resistance.yaml +11 -0
  280. package/content/classes/barbarian/raging.yaml +21 -0
  281. package/content/classes/barbarian/reflex-expertise.yaml +5 -0
  282. package/content/classes/barbarian/revitalizing-rage.yaml +4 -0
  283. package/content/classes/barbarian/weapon-mastery.yaml +7 -0
  284. package/content/classes/barbarian/weapon-specialization.yaml +5 -0
  285. package/content/classes/barbarian.yaml +119 -0
  286. package/content/classes/bard/muses/enigma.yaml +13 -0
  287. package/content/classes/bard/muses/maestro.yaml +13 -0
  288. package/content/classes/bard/muses/polymath.yaml +13 -0
  289. package/content/classes/bard/muses/warrior.yaml +13 -0
  290. package/content/classes/bard.yaml +127 -0
  291. package/content/classes/champion/causes/desecration.yaml +37 -0
  292. package/content/classes/champion/causes/grandeur.yaml +35 -0
  293. package/content/classes/champion/causes/iniquity.yaml +50 -0
  294. package/content/classes/champion/causes/justice.yaml +48 -0
  295. package/content/classes/champion/causes/liberation.yaml +22 -0
  296. package/content/classes/champion/causes/obedience.yaml +57 -0
  297. package/content/classes/champion/causes/redemption.yaml +39 -0
  298. package/content/classes/champion/resistance.yaml +13 -0
  299. package/content/classes/champion.yaml +230 -0
  300. package/content/classes/cleric/doctrines/cloistered-cleric.yaml +14 -0
  301. package/content/classes/cleric/doctrines/warpriest.yaml +28 -0
  302. package/content/classes/cleric.yaml +186 -0
  303. package/content/classes/druid/current-spell.yaml +10 -0
  304. package/content/classes/druid/orders/animal.yaml +19 -0
  305. package/content/classes/druid/orders/leaf.yaml +19 -0
  306. package/content/classes/druid/orders/storm.yaml +19 -0
  307. package/content/classes/druid/orders/untamed.yaml +19 -0
  308. package/content/classes/druid.yaml +123 -0
  309. package/content/classes/fighter.yaml +121 -0
  310. package/content/classes/investigator.yaml +187 -0
  311. package/content/classes/monk.yaml +107 -0
  312. package/content/classes/oracle/mysteries/ancestors.yaml +91 -0
  313. package/content/classes/oracle/mysteries/battle.yaml +86 -0
  314. package/content/classes/oracle/mysteries/bones.yaml +93 -0
  315. package/content/classes/oracle/mysteries/cosmos.yaml +66 -0
  316. package/content/classes/oracle/mysteries/flames.yaml +61 -0
  317. package/content/classes/oracle/mysteries/life.yaml +84 -0
  318. package/content/classes/oracle/mysteries/lore.yaml +109 -0
  319. package/content/classes/oracle/mysteries/tempest.yaml +106 -0
  320. package/content/classes/oracle.yaml +127 -0
  321. package/content/classes/ranger/edges/flurry.yaml +17 -0
  322. package/content/classes/ranger/edges/outwit.yaml +14 -0
  323. package/content/classes/ranger/edges/precision.yaml +35 -0
  324. package/content/classes/ranger/greater-natural-reflexes.yaml +8 -0
  325. package/content/classes/ranger/greater-weapon-specialization.yaml +5 -0
  326. package/content/classes/ranger/hunt-prey.yaml +19 -0
  327. package/content/classes/ranger/martial-weapon-mastery.yaml +7 -0
  328. package/content/classes/ranger/masterful-hunter.yaml +5 -0
  329. package/content/classes/ranger/medium-armor-expertise.yaml +7 -0
  330. package/content/classes/ranger/medium-armor-mastery.yaml +7 -0
  331. package/content/classes/ranger/natural-reflexes.yaml +8 -0
  332. package/content/classes/ranger/natures-edge.yaml +3 -0
  333. package/content/classes/ranger/perception-legend.yaml +5 -0
  334. package/content/classes/ranger/perception-mastery.yaml +5 -0
  335. package/content/classes/ranger/ranger-expertise.yaml +5 -0
  336. package/content/classes/ranger/ranger-weapon-expertise.yaml +7 -0
  337. package/content/classes/ranger/swift-prey.yaml +3 -0
  338. package/content/classes/ranger/trackless-journey.yaml +3 -0
  339. package/content/classes/ranger/unimpeded-journey.yaml +3 -0
  340. package/content/classes/ranger/wardens-endurance.yaml +8 -0
  341. package/content/classes/ranger/weapon-specialization.yaml +5 -0
  342. package/content/classes/ranger/will-expertise.yaml +5 -0
  343. package/content/classes/ranger.yaml +128 -0
  344. package/content/classes/rogue/agile-mind.yaml +8 -0
  345. package/content/classes/rogue/debilitating-strike.yaml +38 -0
  346. package/content/classes/rogue/debilitations/no-cover.yaml +2 -0
  347. package/content/classes/rogue/debilitations/no-flanking.yaml +2 -0
  348. package/content/classes/rogue/debilitations/no-reactions.yaml +2 -0
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  4676. package/rules/dragonblood.yaml +16 -0
  4677. package/rules/druid.yaml +21 -0
  4678. package/rules/effects.yaml +35 -0
  4679. package/rules/equipment.yaml +554 -0
  4680. package/rules/feat-traits.yaml +12 -0
  4681. package/rules/feats.yaml +28 -0
  4682. package/rules/fighter-feats.yaml +3 -0
  4683. package/rules/general-feats.yaml +62 -0
  4684. package/rules/heritages.yaml +13 -0
  4685. package/rules/hero-points.yaml +6 -0
  4686. package/rules/investigator.yaml +40 -0
  4687. package/rules/layout.yaml +282 -0
  4688. package/rules/lores-pc2.yaml +901 -0
  4689. package/rules/lores.yaml +1279 -0
  4690. package/rules/magic-items.yaml +512 -0
  4691. package/rules/monk.yaml +73 -0
  4692. package/rules/oracle.yaml +53 -0
  4693. package/rules/ranger-feats.yaml +2 -0
  4694. package/rules/ranger.yaml +72 -0
  4695. package/rules/rituals.yaml +104 -0
  4696. package/rules/rogue-feats.yaml +2 -0
  4697. package/rules/rogue.yaml +46 -0
  4698. package/rules/runes.yaml +47 -0
  4699. package/rules/skill-actions-athletics.yaml +629 -0
  4700. package/rules/skill-actions-medicine.yaml +372 -0
  4701. package/rules/skill-actions-social.yaml +472 -0
  4702. package/rules/skill-actions-stealth.yaml +487 -0
  4703. package/rules/skill-actions.yaml +552 -0
  4704. package/rules/skills.yaml +1216 -0
  4705. package/rules/sorcerer-feats.yaml +12 -0
  4706. package/rules/sorcerer.yaml +48 -0
  4707. package/rules/spellcasting.yaml +1956 -0
  4708. package/rules/spells-high.yaml +17 -0
  4709. package/rules/strikes.yaml +424 -0
  4710. package/rules/swashbuckler-feats.yaml +12 -0
  4711. package/rules/swashbuckler.yaml +51 -0
  4712. package/rules/tags.yaml +152 -0
  4713. package/rules/treasure.yaml +385 -0
  4714. package/rules/variants.yaml +207 -0
  4715. package/rules/witch.yaml +44 -0
  4716. package/rules/wizard.yaml +202 -0
  4717. package/upgrades/0.1.0-to-0.2.0.yaml +11 -0
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+ # Spell names and descriptions (content/spells): short rules text written for the pack from Player
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+ # Core (ORC), without its setting.
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+ spells.caustic-blast.name: Caustic Blast
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+ spells.caustic-blast.description: |-
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+ You hurl a glob of acid that bursts on impact. Each creature in the area takes 1d8 acid damage with a basic Reflex save; on a critical failure it also takes 1 persistent acid damage.
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+
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+ **Heightened (+2)** The initial damage increases by 1d8 and the persistent damage by 1.
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+ spells.clinging-ice.name: Clinging Ice
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+ spells.clinging-ice.description: |-
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+ Sleet and snow cling to the target's legs, dealing 1d4 cold damage and more by its Reflex save.
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+
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+ **Critical Success** The target is unaffected.
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+
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+ **Success** The target takes half damage.
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+
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+ **Failure** The target takes full damage and a –5-foot circumstance penalty to its Speeds while the spell lasts.
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+
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+ **Critical Failure** The target takes double damage and a –10-foot circumstance penalty to its Speeds while the spell lasts.
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+
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+ **Heightened (+1)** The damage increases by 1d4.
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+ spells.courageous-anthem.name: Courageous Anthem
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+ spells.courageous-anthem.description: |-
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+ Your words or music encourage your allies. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls and saves against fear effects.
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+ spells.daze.name: Daze
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+ spells.daze.description: |-
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+ A mental jolt deals 1d6 mental damage with a basic Will save. On a critical failure, the target is also stunned 1.
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+
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+ **Heightened (+2)** The damage increases by 1d6.
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+ spells.detect-magic.name: Detect Magic
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+ spells.detect-magic.description: |-
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+ A pulse tells you whether magic is present in the area, and nothing more. You can ignore magic you're fully aware of, such as your allies' magic items and spells. Illusion magic is detected only if its rank is lower than this spell's (though items with an illusion aura that aren't deceptive in appearance are usually detected normally).
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+
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+ **Heightened (3rd)** You also learn the rank or level of the most powerful magic the spell detects, as the GM decides.
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+
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+ **Heightened (4th)** As 3rd rank, and you also narrow the source of the highest-rank magic down to a 5-foot cube (or the nearest larger area), as an imprecise sense would.
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+ spells.discern-secrets.name: Discern Secrets
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+ spells.discern-secrets.description: |-
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+ Your patron whispers secrets to the target. It can Recall Knowledge, Seek or Sense Motive as a free action, with a +1 status bonus to the skill or Perception used, on that roll and for as long as you Sustain the spell. It is then temporarily immune to this spell for 1 minute.
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+
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+ **Heightened (5th)** You can target two creatures.
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+ spells.divine-lance.name: Divine Lance
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+ spells.divine-lance.description: |-
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+ A beam of divine energy flies at the target. Make a ranged spell attack against its AC: a hit deals 2d4 spirit damage, a critical hit double damage.
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+
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+ **Heightened (+1)** The damage increases by 1d4.
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+ spells.electric-arc.name: Electric Arc
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+ spells.electric-arc.description: |-
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+ Lightning leaps between one or two targets. Each takes 2d4 electricity damage with a basic Reflex save.
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+
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+ **Heightened (+1)** The damage increases by 1d4.
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+ spells.evil-eye.name: Evil Eye
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+ spells.evil-eye.description: |-
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+ Your patron's envious gaze falls on the target. On a failed Will save it is sickened 1 (sickened 2 on a critical failure), and it can't lower the value below 1 while the spell lasts and you can see it.
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+ spells.figment.name: Figment
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+ spells.figment.description: |-
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+ You create a simple illusory sound (no words or elaborate music; the spell gains the auditory trait) or a crude, undetailed image no larger than a 5-foot cube (the visual trait). When you Cast or Sustain the spell, you can Create a Diversion with it, with a +2 circumstance bonus to your Deception check; a creature the attempt fails against disbelieves it.
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+ spells.forbidding-ward.name: Forbidding Ward
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+ spells.forbidding-ward.description: |-
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+ You ward an ally against one enemy (the target). The ally gains a +1 status bonus to AC and saving throws against that enemy's attacks, spells and other effects.
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+
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+ **Heightened (6th)** The bonus increases to +2.
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+ spells.frostbite.name: Frostbite
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+ spells.frostbite.description: |-
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+ Biting cold closes around the target, dealing 2d4 cold damage with a basic Fortitude save. On a critical failure, it also gains weakness 1 to bludgeoning until the start of your next turn.
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+
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+ **Heightened (+1)** The damage increases by 1d4 and the weakness by 1.
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+ spells.gouging-claw.name: Gouging Claw
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+ spells.gouging-claw.description: |-
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+ Your limb becomes a claw for an instant. Make a melee spell attack against the target's AC. A hit deals your choice of 2d6 slashing or 2d6 piercing damage plus 2 persistent bleed damage; a critical hit doubles both.
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+
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+ **Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage by 1.
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+ spells.guidance.name: Guidance
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+ spells.guidance.description: |-
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+ The target gains a +1 status bonus to one attack roll, Perception check, saving throw or skill check it attempts before the spell ends, chosen before rolling; using it ends the spell. Either way, it is then temporarily immune for 1 hour.
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+ spells.ignition.name: Ignition
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+ spells.ignition.description: |-
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+ You snap your fingers and the target begins to smolder. Make a spell attack against its AC: a hit deals 2d4 fire damage. If the target is within your reach, you can make it a melee spell attack instead, and all the spell's damage dice become d6s.
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+
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+ **Critical Success** The target takes double damage and 1d4 persistent fire damage.
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+
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+ **Success** The target takes full damage.
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+
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+ **Heightened (+1)** The initial damage increases by 1d4 and the persistent fire damage on a critical hit by 1d4.
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+ spells.know-the-way.name: Know the Way
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+ spells.know-the-way.description: |-
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+ You know which way is north (if north exists where you are), and the direction of a place you were at within the last 24 hours.
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+
88
+ **Heightened (3rd)** A place you were at within the last week.
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+
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+ **Heightened (7th)** Any place you have been.
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+ spells.light.name: Light
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+ spells.light.description: |-
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+ An orb of light in a color you choose sheds bright light in a 20-foot radius and dim light for 20 feet more. You can attach it to a willing creature, and Sustain the spell to move it up to 60 feet. You can Dismiss it; casting a fifth light ends one of the other four.
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+
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+ **Heightened (4th)** The orb sheds bright light in a 60-foot radius and dim light for 60 feet more.
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+ spells.message.name: Message
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+ spells.message.description: |-
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+ You mouth words that the target hears as though you stood beside it. It can answer briefly as a reaction, or as a free action on its next turn, if it can see you and you are within range.
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+
100
+ **Heightened (3rd)** The range increases to 500 feet.
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+ spells.nudge-fate.name: Nudge Fate
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+ spells.nudge-fate.description: |-
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+ When the target fails an attack roll, skill check or saving throw and a +1 status bonus would improve the result (a critical failure to a failure, or a failure to a success), you grant it that bonus after the fact and the spell ends. Casting it again ends the previous one.
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+ spells.prestidigitation.name: Prestidigitation
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+ spells.prestidigitation.description: |-
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+ You perform small magical tricks for as long as you Sustain the spell, choosing one each time:
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+
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+ - **Cook:** cool, warm or flavor 1 pound of nonliving material.
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+ - **Lift:** slowly lift an unattended object of light Bulk or less 1 foot.
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+ - **Make:** create a crude, fragile temporary object of negligible Bulk, useless as a tool, weapon or spell component.
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+ - **Tidy:** color, clean or soil an object of light Bulk or less (1 Bulk takes 10 rounds; larger objects 1 minute per Bulk).
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+
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+ It can't deal damage or cause conditions, and its changes last only while you Sustain it.
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+ spells.read-aura.name: Read Aura
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+ spells.read-aura.description: |-
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+ You learn whether the target object is magical, and you or anyone you tell gains a +2 circumstance bonus to Identify Magic on it. An illusory object is detected only if its rank is lower than this spell's.
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+
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+ **Heightened (3rd)** You can target up to 10 objects.
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+
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+ **Heightened (6th)** You can target any number of objects.
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+ spells.shield.name: Shield
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+ spells.shield.description: |-
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+ A shield of force gives you a +1 circumstance bonus to AC until the start of your next turn, as Raise a Shield, without using a hand. While it lasts you can Shield Block with it, against any spell or magical effect too; it has Hardness 5. After you block with it, the spell ends and you can't cast it again for 10 minutes.
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+
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+ **Heightened (+2)** The Hardness increases by 5.
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+ spells.shroud-of-night.name: Shroud of Night
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+ spells.shroud-of-night.description: |-
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+ Darkness covers the target's eyes. A willing ally can choose its result without rolling.
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+
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+ **Success** The target is unaffected.
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+
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+ **Failure** The target treats bright light as dim light, and all creatures are concealed to it unless it has greater darkvision.
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+ spells.sigil.name: Sigil
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+ spells.sigil.description: |-
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+ You place your harmless personal mark, about a square inch, on a creature or object, visible or invisible (an Interact to switch). It can be scrubbed off with 5 minutes of work; on a creature it fades after a week.
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+
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+ **Heightened (3rd)** It fades after a month.
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+
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+ **Heightened (5th)** It fades after a year.
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+
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+ **Heightened (7th)** It never fades.
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+ spells.song-of-strength.name: Song of Strength
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+ spells.song-of-strength.description: |-
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+ You and your allies gain a +1 status bonus to Athletics checks and to your DCs against Athletics actions such as Disarm, Reposition, Shove and Trip.
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+ spells.stabilize.name: Stabilize
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+ spells.stabilize.description: |-
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+ The target loses the dying condition, though it stays unconscious at 0 Hit Points.
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+ spells.stoke-the-heart.name: Stoke the Heart
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+ spells.stoke-the-heart.description: |-
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+ The target gains a +2 status bonus to damage rolls.
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+
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+ **Heightened (+2)** The bonus increases by 1.
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+ spells.summon-instrument.name: Summon Instrument
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+ spells.summon-instrument.description: |-
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+ A handheld musical instrument of your choice appears in your hand, playable only by you. It vanishes when the spell ends or when you cast it again.
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+
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+ **Heightened (5th)** The instrument is a virtuoso instrument.
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+ spells.tangle-vine.name: Tangle Vine
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+ spells.tangle-vine.description: |-
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+ A vine lashes out at the target. Make a spell attack against it.
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+
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+ **Critical Success** The target is immobilized and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can Escape against your spell DC to end both.
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+
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+ **Success** The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can Escape against your spell DC to end it.
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+
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+ **Failure** The target is unaffected.
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+
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+ **Heightened (2nd)** The effects last 2 rounds.
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+
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+ **Heightened (4th)** The effects last 1 minute.
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+ spells.telekinetic-hand.name: Telekinetic Hand
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+ spells.telekinetic-hand.description: |-
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+ An invisible or ghostly hand lifts the target object and moves it slowly up to 20 feet; Sustaining the spell moves it 20 feet more. It falls when the spell ends.
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+
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+ **Heightened (3rd)** You can target an unattended object of 1 Bulk or less.
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+
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+ **Heightened (5th)** The range is 60 feet, and you can target an unattended object of 1 Bulk or less.
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+
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+ **Heightened (7th)** The range is 60 feet, and you can target an unattended object of 2 Bulk or less.
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+ spells.telekinetic-projectile.name: Telekinetic Projectile
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+ spells.telekinetic-projectile.description: |-
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+ You hurl a loose unattended object of 1 Bulk or less at the target. Make a spell attack against its AC: a hit deals 2d6 bludgeoning, piercing or slashing damage, as fits the object, and a critical hit double damage. The object's own traits and magic don't apply.
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+
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+ **Heightened (+1)** The damage increases by 1d6.
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+ spells.uplifting-overture.name: Uplifting Overture
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+ spells.uplifting-overture.description: |-
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+ Your performance counts as preparing to Aid an ally with a skill check of your choice. When you later Aid, you can roll Performance instead, and a failure becomes a success (a critical success if you're legendary in Performance). The GM may rule that your encouragement would spoil the check.
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+ spells.vitality-lash.name: Vitality Lash
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+ spells.vitality-lash.description: |-
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+ Vital energy strikes at the target's corrupted essence: 2d6 vitality damage with a basic Fortitude save. On a critical failure, it is also enfeebled 1 until the start of your next turn.
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+
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+ **Heightened (+1)** The damage increases by 1d6.
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+ spells.void-warp.name: Void Warp
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+ spells.void-warp.description: |-
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+ Void energy saps the target's life force: 2d4 void damage with a basic Fortitude save. On a critical failure, it is also enfeebled 1 until the start of your next turn.
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+
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+ **Heightened (+1)** The damage increases by 1d4.
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+ spells.wilding-word.name: Wilding Word
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+ spells.wilding-word.description: |-
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+ A growl in your patron's voice makes the target reluctant to harm you. It attempts a Will save, with a –1 circumstance penalty if it is an animal, fungus or plant.
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+
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+ **Critical Success** The target is unaffected.
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+
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+ **Success** The target takes a –2 status penalty to attack rolls and skill checks that would harm you.
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+
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+ **Failure** As success, and it becomes sickened 1 each time it damages you.
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+
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+ **Critical Failure** As failure, but sickened 2.
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+ spells.rallying-anthem.name: Rallying Anthem
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+ spells.rallying-anthem.description: |-
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+ Your song helps your allies protect themselves. You and all allies in the area gain a +1 status bonus to AC and saving throws, and resistance to physical damage equal to half the spell's rank.
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+ spells.triple-time.name: Triple Time
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+ spells.triple-time.description: |-
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+ Your music sets a fast pace: you and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.
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+ spells.dirge-of-doom.name: Dirge of Doom
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+ spells.dirge-of-doom.description: |-
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+ Enemies in the area are frightened 1, and can't lower their frightened value below 1 while they stay in it.
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+ spells.song-of-marching.name: Song of Marching
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+ spells.song-of-marching.description: |-
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+ You and your allies in the area can Hustle for the duration as well as your other exploration activities (yours is Sustaining this spell), and are then temporarily immune for 1 day. If an encounter begins while you perform, you can roll Performance for initiative, and you and your affected allies gain a +1 status bonus to that initiative roll.
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+
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+ **Heightened (6th)** You can Sustain it for up to 2 hours.
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+
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+ **Heightened (9th)** You can Sustain it for up to 4 hours.
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+ spells.house-of-imaginary-walls.name: House of Imaginary Walls
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+ spells.house-of-imaginary-walls.description: |-
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+ You mime an invisible 10-by-10-foot wall adjacent to you and within reach. It is solid to creatures that don't disbelieve it, even incorporeal ones; you and your allies can choose to believe in it, to climb onto it for instance. A creature that disbelieves it is temporarily immune for 1 minute. It doesn't block creatures that didn't see your performance, nor objects. The wall has AC 10, Hardness equal to double the spell's rank and Hit Points equal to four times the spell's rank.
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+ spells.allegro.name: Allegro
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+ spells.allegro.description: |-
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+ Your rapid performance speeds an ally: it becomes quickened, and can use the extra action to Strike, Stride or Step.
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+ spells.air-bubble.name: Air Bubble
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+ spells.air-bubble.description: |-
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+ A bubble of air forms around the target's head, letting it breathe normally. It ends as soon as the target is back where it can breathe.
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+ spells.air-bubble.texts.trigger: a creature within range enters an environment where it can't breathe
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+ spells.alarm.name: Alarm
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+ spells.alarm.description: |-
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+ You ward an area and choose a password. When a Small or larger corporeal creature enters without speaking it, you receive a mental alert (the spell gains the mental trait) or a hand bell rings (the auditory trait). Either wakes you; the bell lets each creature in the area attempt a DC 15 Perception check to wake. A creature that knows of the alarm must succeed at a Stealth check against your spell DC to enter without setting it off.
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+
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+ **Heightened (3rd)** You can specify which kinds of creatures set it off.
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+ spells.ant-haul.name: Ant Haul
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+ spells.ant-haul.description: |-
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+ The target can carry 3 more Bulk before becoming encumbered, and up to 6 more Bulk in all.
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+ spells.bane.name: Bane
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+ spells.bane.description: |-
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+ Doubt fills your enemies' minds. Each enemy in the area must succeed at a Will save or take a –1 status penalty to attack rolls while it stays in the area. Once per round on later turns, you can Sustain the spell to widen the emanation by 10 feet, and enemies in it not yet affected must save. Bane can counteract bless.
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+ spells.bless.name: Bless
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+ spells.bless.description: |-
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+ You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on later turns, you can Sustain the spell to widen it by 10 feet. Bless can counteract bane.
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+ spells.breathe-fire.name: Breathe Fire
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+ spells.breathe-fire.description: |-
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+ Flame gushes from your mouth: 2d6 fire damage to each creature in the area, with a basic Reflex save.
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+
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+ **Heightened (+1)** The damage increases by 2d6.
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+ spells.charm.name: Charm
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+ spells.charm.description: |-
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+ The target sees you through a dreamy haze. It attempts a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted against it. You can Dismiss the spell; using a hostile action against the target ends it. Afterward the target doesn't necessarily know it was charmed.
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+
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+ **Critical Success** The target is unaffected and knows you tried to charm it.
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+
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+ **Success** The target is unaffected and thinks the spell was something harmless, unless it identifies it.
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+
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+ **Failure** The target's attitude toward you becomes friendly (helpful if it was friendly), and it can't use hostile actions against you.
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+
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+ **Critical Failure** The target's attitude toward you becomes helpful, and it can't use hostile actions against you.
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+
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+ **Heightened (4th)** The spell lasts until your next daily preparations.
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+
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+ **Heightened (8th)** It lasts until your next daily preparations, and you can target up to 10 creatures.
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+ spells.cleanse-cuisine.name: Cleanse Cuisine
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+ spells.cleanse-cuisine.description: |-
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+ The food and drink in the area become delicious (water into wine or another fine drink, plain fare into a gourmet treat), and you can remove all toxins and contamination from it. It doesn't prevent later spoilage, nor make the food more nourishing.
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+
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+ **Heightened (+2)** Add another contiguous cubic foot to the area.
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+ spells.command.name: Command
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+ spells.command.description: |-
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+ You shout a command: approach you, run away (as if fleeing), release what it holds, drop prone, or stand in place. Until it obeys, the target can't Delay or use reactions.
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+
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+ **Success** The target is unaffected.
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+
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+ **Failure** The target spends the first action of its next turn obeying.
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+
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+ **Critical Failure** The target spends all its actions on its next turn obeying.
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+
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+ **Heightened (5th)** You can target up to 10 creatures.
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+ spells.create-water.name: Create Water
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+ spells.create-water.description: |-
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+ Water flows from your cupped hands: 2 gallons, which evaporate after a day if no one drinks them.
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+ spells.detect-poison.name: Detect Poison
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+ spells.detect-poison.description: |-
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+ You learn whether the target creature is venomous or poisonous, or whether the target object is poison or has been poisoned, but not the kind or how many. Some substances, such as lead and alcohol, are poisons and mask others.
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+
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+ **Heightened (2nd)** You learn the number and types of poison.
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+ spells.disguise-magic.name: Disguise Magic
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+ spells.disguise-magic.description: |-
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+ You change how an item's or spell's aura appears to detection: hide it, make an item read as a common item of lower level, or a spell as a common spell of the same or lower rank. You can Dismiss it. A caster using a detection spell of higher rank can try to disbelieve it with the skill of the spell's tradition (Arcana, Religion, Occultism or Nature), and gets the same result on later tries.
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+
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+ **Heightened (2nd)** You can cast it on a creature, disguising all items and spell effects on it.
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+ spells.dizzying-colors.name: Dizzying Colors
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+ spells.dizzying-colors.description: |-
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+ A swirl of colors overwhelms creatures by their Will saves.
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+
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+ **Critical Success** The creature is unaffected.
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+
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+ **Success** The creature is dazzled for 1 round.
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+
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+ **Failure** The creature is stunned 1, blinded for 1 round and dazzled for 1 minute.
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+
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+ **Critical Failure** The creature is stunned for 1 round and blinded for 1 minute.
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+ spells.enfeeble.name: Enfeeble
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+ spells.enfeeble.description: |-
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+ You sap the target's strength by its Fortitude save.
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+
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+ **Critical Success** The target is unaffected.
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+
315
+ **Success** The target is enfeebled 1 until the start of your next turn.
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+
317
+ **Failure** The target is enfeebled 2 for 1 minute.
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+
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+ **Critical Failure** The target is enfeebled 3 for 1 minute.
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+ spells.fear.name: Fear
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+ spells.fear.description: |-
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+ You plant fear in the target, which attempts a Will save.
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+
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+ **Critical Success** The target is unaffected.
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+
326
+ **Success** The target is frightened 1.
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+
328
+ **Failure** The target is frightened 2.
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+
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+ **Critical Failure** The target is frightened 3 and fleeing for 1 round.
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+
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+ **Heightened (3rd)** You can target up to five creatures.
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+ spells.fleet-step.name: Fleet Step
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+ spells.fleet-step.description: |-
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+ You gain a +30-foot status bonus to your Speed.
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+ spells.force-barrage.name: Force Barrage
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+ spells.force-barrage.description: |-
338
+ You fire a shard of solid magic at a creature you can see; it hits automatically for 1d4+1 force damage. Each additional action you spend fires one more shard, up to three for 3 actions, each aimed separately. Shards at the same target combine their damage before bonuses, penalties, resistances and weaknesses.
339
+
340
+ **Heightened (+2)** Each action fires one more shard.
341
+ spells.gentle-landing.name: Gentle Landing
342
+ spells.gentle-landing.description: |-
343
+ An updraft slows the target's fall to 60 feet per round; that part of the fall doesn't count for falling damage, and it takes none if it lands while the spell lasts. The spell ends when it lands.
344
+ spells.gentle-landing.texts.trigger: a creature within range is falling
345
+ spells.goblin-pox.name: Goblin Pox
346
+ spells.goblin-pox.description: |-
347
+ Your touch gives the target an itchy allergenic rash; it attempts a Fortitude save.
348
+
349
+ **Critical Success** The target is unaffected.
350
+
351
+ **Success** The target is sickened 1.
352
+
353
+ **Failure** The target is afflicted with goblin pox at stage 1.
354
+
355
+ **Critical Failure** The target is afflicted with goblin pox at stage 2.
356
+
357
+ **Goblin pox** (disease) Level 1. Creatures with the goblin trait are immune. **Stage 1** sickened 1 (1 round); **Stage 2** sickened 1 and slowed 1 (1 round); **Stage 3** sickened 1, and the creature can't lower its sickened value below 1 (1 day).
358
+ spells.grease.name: Grease
359
+ spells.grease.description: |-
360
+ You cover an area or an object with grease.
361
+
362
+ - **Area:** each creature standing on the 4 squares must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone, and one using an action to move onto it must save or Balance (not when it Steps or Crawls).
363
+ - **Object:** anyone picking up the unattended object must succeed at an Acrobatics check or Reflex save against your spell DC. A creature holding it must attempt one: on a failure it takes a –2 circumstance penalty to checks using the object, on a critical failure it drops it. A greased worn object gives its wearer a +2 circumstance bonus to Fortitude saves against being grappled.
364
+ spells.grim-tendrils.name: Grim Tendrils
365
+ spells.grim-tendrils.description: |-
366
+ Tendrils of darkness race from your fingers, dealing 2d4 void damage and 1 persistent bleed damage to living creatures in the line, by their Fortitude saves.
367
+
368
+ **Critical Success** The creature is unaffected.
369
+
370
+ **Success** The creature takes half the void damage and no bleed.
371
+
372
+ **Failure** The creature takes full damage.
373
+
374
+ **Critical Failure** The creature takes double void damage and double persistent bleed damage.
375
+
376
+ **Heightened (+1)** The void damage increases by 2d4 and the persistent bleed damage by 1.
377
+ spells.gust-of-wind.name: Gust of Wind
378
+ spells.gust-of-wind.description: |-
379
+ A violent wind blows along the line until the start of your next turn, putting out small fires, dispersing fog and blowing light objects away. Large or smaller creatures in it, or moving into it, attempt Fortitude saves.
380
+
381
+ **Critical Success** The creature is unaffected.
382
+
383
+ **Success** The creature can't move against the wind.
384
+
385
+ **Failure** The creature is knocked prone; a flying creature suffers the critical failure instead.
386
+
387
+ **Critical Failure** The creature is pushed 30 feet with the wind, knocked prone and takes 2d6 bludgeoning damage.
388
+ spells.harm.name: Harm
389
+ spells.harm.description: |-
390
+ You channel void energy, dealing 1d8 void damage to a living target (a basic Fortitude save) or restoring that many Hit Points to a willing undead one. The actions you spend decide the rest:
391
+
392
+ - **1 action** (manipulate): range touch, one target.
393
+ - **2 actions** (concentrate, manipulate): range 30 feet, one target; healing an undead creature restores 8 more Hit Points.
394
+ - **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.
395
+
396
+ **Heightened (+1)** The damage or healing increases by 1d8, and the 2-action version's extra healing by 8.
397
+ spells.heal.name: Heal
398
+ spells.heal.description: |-
399
+ You channel vital energy, restoring 1d8 Hit Points to a willing living target, or dealing that much vitality damage to an undead one (a basic Fortitude save). The actions you spend decide the rest:
400
+
401
+ - **1 action** (manipulate): range touch, one target.
402
+ - **2 actions** (concentrate, manipulate): range 30 feet, one target; healing a living creature restores 8 more Hit Points.
403
+ - **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.
404
+
405
+ **Heightened (+1)** The healing or damage increases by 1d8, and the 2-action version's extra healing by 8.
406
+ spells.hydraulic-push.name: Hydraulic Push
407
+ spells.hydraulic-push.description: |-
408
+ A blast of pressurized water slams into the target. Make a ranged spell attack.
409
+
410
+ **Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
411
+
412
+ **Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
413
+
414
+ **Heightened (+1)** The damage increases by 2d6.
415
+ spells.ill-omen.name: Ill Omen
416
+ spells.ill-omen.description: |-
417
+ Misfortune throws the target off balance; it attempts a Will save.
418
+
419
+ **Success** The target is unaffected.
420
+
421
+ **Failure** The first time in the duration that the target attempts an attack roll or skill check, it rolls twice and takes the worse result.
422
+
423
+ **Critical Failure** Every attack roll and skill check it attempts in the duration, it rolls twice and takes the worse result.
424
+ spells.illusory-disguise.name: Illusory Disguise
425
+ spells.illusory-disguise.description: |-
426
+ The target looks and sounds like another creature of the same body shape and roughly the same height and weight; its worn items can change appearance too, but not what it holds. It counts as setting up a disguise to Impersonate: the target ignores penalties for a dissimilar creature, gains a +4 status bonus to Deception checks to keep up the disguise, and adds its level to them even if untrained. It can't impersonate a specific individual. You can Dismiss it.
427
+
428
+ **Heightened (3rd)** The target can appear as any creature of its size, even a specific individual you have seen (and heard, for the voice).
429
+
430
+ **Heightened (4th)** You can target up to 10 willing creatures, each with its own disguise, none of a specific individual, and Dismiss them one by one or together.
431
+
432
+ **Heightened (7th)** As 4th, and the disguises can be of specific individuals.
433
+ spells.illusory-object.name: Illusory Object
434
+ spells.illusory-object.description: |-
435
+ You create a silent, scentless image of a stationary object that fits in the area; it can move naturally (water pouring down a waterfall). A creature that touches it or Seeks to examine it can attempt to disbelieve it.
436
+
437
+ **Heightened (2nd)** The image makes sounds and smells and feels right to the touch (the auditory and olfactory traits), and lasts 1 hour.
438
+
439
+ **Heightened (5th)** As 2nd, and it lasts indefinitely.
440
+ spells.infuse-vitality.name: Infuse Vitality
441
+ spells.infuse-vitality.description: |-
442
+ You empower attacks with vital energy: one target per action you spend. Each target's unarmed and weapon Strikes deal 1d4 extra vitality damage (which usually harms only undead). If you have the holy trait, you can add it to the spell and the affected Strikes.
443
+
444
+ **Heightened (3rd)** The damage is 2d4.
445
+
446
+ **Heightened (5th)** The damage is 3d4.
447
+ spells.item-facade.name: Item Facade
448
+ spells.item-facade.description: |-
449
+ The target object looks and feels much better or much worse than it is: decrepit and broken, or brand new; a broken item looks whole. Destroyed items can't be affected. A creature that Interacts with it can attempt to disbelieve it.
450
+
451
+ **Heightened (2nd)** It lasts 24 hours.
452
+
453
+ **Heightened (3rd)** It lasts indefinitely.
454
+ spells.jump.name: Jump
455
+ spells.jump.description: |-
456
+ You jump 30 feet in any direction without touching the ground. Land on solid ground within 30 feet, or you fall after your next action.
457
+
458
+ **Heightened (3rd)** The range is touch and the target one creature, for 1 minute: it jumps this way whenever it Leaps.
459
+ spells.lock.name: Lock
460
+ spells.lock.description: |-
461
+ The target's latch magically locks. The Athletics and Thievery DC to open it is your spell DC or its own DC with a +4 status bonus, whichever is higher. Its key or combination no longer opens it, but gives a +4 circumstance bonus to checks to open it. Opening it ends the spell; you can unlock and open it with an Interact while touching it without ending the spell, and Dismiss the spell from any distance.
462
+
463
+ **Heightened (2nd)** It lasts indefinitely, at an additional cost of 6 gp of precious metals.
464
+ spells.mending.name: Mending
465
+ spells.mending.description: |-
466
+ You repair the target item: it regains 5 Hit Points per spell rank, which can remove the broken condition if it rises past its Broken Threshold. Lost pieces and destroyed objects can't be restored.
467
+
468
+ **Heightened (2nd)** You can target a non-magical object of 1 Bulk or less.
469
+
470
+ **Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
471
+ spells.mindlink.name: Mindlink
472
+ spells.mindlink.description: |-
473
+ You link minds with the target and instantly share as much information as you could tell it in 10 minutes.
474
+ spells.mystic-armor.name: Mystic Armor
475
+ spells.mystic-armor.description: |-
476
+ Shimmering energy wards you: a +1 item bonus to AC and a maximum Dexterity modifier of +5. While it lasts, you use your unarmored proficiency for AC.
477
+
478
+ **Heightened (4th)** You also gain a +1 item bonus to saving throws.
479
+
480
+ **Heightened (6th)** The bonus to AC is +2, and you gain a +1 item bonus to saves.
481
+
482
+ **Heightened (8th)** The bonus to AC is +2, and to saves +2.
483
+
484
+ **Heightened (10th)** The bonus to AC is +3, and to saves +3.
485
+ spells.pest-form.name: Pest Form
486
+ spells.pest-form.description: |-
487
+ You become a Tiny animal of your choice (a cat, insect, lizard or rat), in a battle form: you gain the animal trait and can't Strike, and you can Dismiss the spell. You have AC 15 + your level, ignoring your armor's check penalty and Speed reduction; a Speed of 20 feet; weakness 5 to physical damage; low-light vision and imprecise scent 30 feet; and Acrobatics and Stealth modifiers of +10 (unless yours are higher) and Athletics –4.
488
+
489
+ **Heightened (4th)** You can become a flying creature, such as a bird, with a fly Speed of 20 feet.
490
+ spells.pet-cache.name: Pet Cache
491
+ spells.pet-cache.description: |-
492
+ You draw the target, a companion, into a pocket dimension just big enough for its comfort, with air, food and water for the duration; it brings only items made to be worn by its kind. You can Dismiss the spell; it also ends if you die or enter an extradimensional space. The target then reappears in the nearest open space.
493
+ spells.phantasmal-minion.name: Phantasmal Minion
494
+ spells.phantasmal-minion.description: |-
495
+ You summon a phantasmal minion: a roughly humanoid shape, invisible or ghostly, obviously magical rather than a real creature.
496
+ spells.phantom-pain.name: Phantom Pain
497
+ spells.phantom-pain.description: |-
498
+ Illusory pain deals 2d4 mental damage and 1d4 persistent mental damage, by the target's Will save.
499
+
500
+ **Critical Success** The target is unaffected.
501
+
502
+ **Success** The target takes the full initial damage but no persistent damage, and the spell ends.
503
+
504
+ **Failure** The target takes the full initial and persistent damage and is sickened 1. When it recovers from sickened, the persistent damage and the spell end.
505
+
506
+ **Critical Failure** As failure, but sickened 2.
507
+
508
+ **Heightened (+1)** The damage increases by 2d4 and the persistent damage by 1d4.
509
+ spells.protection.name: Protection
510
+ spells.protection.description: |-
511
+ The target gains a +1 status bonus to AC and saving throws.
512
+
513
+ **Heightened (3rd)** You can also extend the benefits to all your allies in a 10-foot emanation around the target.
514
+ spells.pummeling-rubble.name: Pummeling Rubble
515
+ spells.pummeling-rubble.description: |-
516
+ Heavy rocks spray over the area, dealing 2d4 bludgeoning damage to each creature by its Reflex save.
517
+
518
+ **Critical Success** The creature is unaffected.
519
+
520
+ **Success** The creature takes half damage.
521
+
522
+ **Failure** The creature takes full damage and is pushed 5 feet away from you.
523
+
524
+ **Critical Failure** The creature takes double damage and is pushed 10 feet away from you.
525
+
526
+ **Heightened (+1)** The damage increases by 2d4.
527
+ spells.runic-body.name: Runic Body
528
+ spells.runic-body.description: |-
529
+ Glowing runes cover the target. Its unarmed attacks become +1 striking unarmed attacks: a +1 item bonus to attack rolls, and two damage dice.
530
+
531
+ **Heightened (6th)** They are +2 greater striking (three dice).
532
+
533
+ **Heightened (9th)** They are +3 major striking (four dice).
534
+ spells.runic-weapon.name: Runic Weapon
535
+ spells.runic-weapon.description: |-
536
+ Temporary runes carve down the target weapon: it becomes a +1 striking weapon, with a +1 item bonus to attack rolls and two weapon damage dice.
537
+
538
+ **Heightened (6th)** It is +2 greater striking (three dice).
539
+
540
+ **Heightened (9th)** It is +3 major striking (four dice).
541
+ spells.sanctuary.name: Sanctuary
542
+ spells.sanctuary.description: |-
543
+ A protective ward deters attacks on the target. A creature must attempt a Will save each time it tries to attack the target. If the target uses a hostile action, the spell ends.
544
+
545
+ **Critical Success** The spell ends.
546
+
547
+ **Success** The creature can make its attack, and any others against the target this turn.
548
+
549
+ **Failure** The creature can't attack the target, wastes the action, and can't attack it again this turn.
550
+
551
+ **Critical Failure** The creature wastes the action and can't attack the target for the rest of the spell.
552
+ spells.sleep.name: Sleep
553
+ spells.sleep.description: |-
554
+ Creatures in the area grow drowsy. One that falls unconscious from this spell doesn't fall prone or drop what it holds, and a successful Perception check can still wake it.
555
+
556
+ **Critical Success** The creature is unaffected.
557
+
558
+ **Success** The creature takes a –1 status penalty to Perception checks for 1 round.
559
+
560
+ **Failure** The creature falls unconscious, waking automatically if it still is after 1 minute.
561
+
562
+ **Critical Failure** The creature falls unconscious, waking automatically if it still is after 1 hour.
563
+
564
+ **Heightened (4th)** The creatures are unconscious for 1 round on a failure or 1 minute on a critical failure, fall prone and drop what they hold, and can't attempt Perception checks to wake; when it ends they are sleeping normally.
565
+ spells.soothe.name: Soothe
566
+ spells.soothe.description: |-
567
+ You soothe the target's mind and wounds: it regains 1d10+4 Hit Points and gains a +2 status bonus to saves against mental effects for the duration.
568
+
569
+ **Heightened (+1)** The healing increases by 1d10+4.
570
+ spells.spider-sting.name: Spider Sting
571
+ spells.spider-sting.description: |-
572
+ You deal 1d4 piercing damage to the touched creature and afflict it with spider venom; it attempts a Fortitude save.
573
+
574
+ **Critical Success** The target is unaffected.
575
+
576
+ **Success** The target takes 1d4 poison damage.
577
+
578
+ **Failure** The target is afflicted with spider venom at stage 1.
579
+
580
+ **Critical Failure** The target is afflicted with spider venom at stage 2.
581
+
582
+ **Spider venom** (poison) Level 1; maximum duration 4 rounds. **Stage 1** 1d4 poison damage and enfeebled 1 (1 round); **Stage 2** 1d4 poison damage and enfeebled 2 (1 round).
583
+ spells.spirit-link.name: Spirit Link
584
+ spells.spirit-link.description: |-
585
+ You take on another creature's pain. When you cast the spell and at the start of each of your turns, if the target is below its maximum Hit Points it regains 2 Hit Points (or up to its maximum), and you lose as many. Nothing changes the amount, temporary Hit Points are ignored, and it works on undead too. Meanwhile you gain nothing from regeneration or fast healing. You can Dismiss it; it ends if you reach 0 Hit Points.
586
+
587
+ **Heightened (+1)** The Hit Points transferred increase by 2.
588
+ spells.summon-animal.name: Summon Animal
589
+ spells.summon-animal.description: |-
590
+ You summon a creature with the animal trait, of level –1, to fight for you.
591
+
592
+ **Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.
593
+ spells.summon-construct.name: Summon Construct
594
+ spells.summon-construct.description: |-
595
+ You summon a creature with the construct trait, of level –1, to fight for you.
596
+
597
+ **Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.
598
+ spells.summon-fey.name: Summon Fey
599
+ spells.summon-fey.description: |-
600
+ You summon a creature with the fey trait, of level –1, to fight for you.
601
+
602
+ **Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.
603
+ spells.summon-plant-or-fungus.name: Summon Plant or Fungus
604
+ spells.summon-plant-or-fungus.description: |-
605
+ You summon a creature with the plant or fungus trait, of level –1, to fight for you.
606
+
607
+ **Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.
608
+ spells.summon-undead.name: Summon Undead
609
+ spells.summon-undead.description: |-
610
+ You summon a creature with the undead trait, of level –1, to fight for you.
611
+
612
+ **Heightened** The creature's level is 1 at 2nd rank, 2 at 3rd, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.
613
+ spells.sure-strike.name: Sure Strike
614
+ spells.sure-strike.description: |-
615
+ The next time you make an attack roll before the end of your turn, roll it twice and take the better result. The attack ignores circumstance penalties to the roll and any flat check for a concealed or hidden target. You are then temporarily immune for 10 minutes.
616
+ spells.tailwind.name: Tailwind
617
+ spells.tailwind.description: |-
618
+ The wind at your back gives you a +10-foot status bonus to your Speed.
619
+
620
+ **Heightened (2nd)** It lasts 8 hours.
621
+ spells.thunderstrike.name: Thunderstrike
622
+ spells.thunderstrike.description: |-
623
+ A crack of lightning and thunder deals 1d12 electricity damage and 1d4 sonic damage to the target, with a basic Reflex save. A target in metal armor or made of metal takes a –1 circumstance penalty to the save, and is clumsy 1 for 1 round if it takes damage.
624
+
625
+ **Heightened (+1)** The damage increases by 1d12 electricity and 1d4 sonic.
626
+ spells.vanishing-tracks.name: Vanishing Tracks
627
+ spells.vanishing-tracks.description: |-
628
+ Your tracks are hard to follow: the DC to Track you gains a +4 status bonus or becomes your spell DC, whichever is higher.
629
+
630
+ **Heightened (2nd)** It lasts 8 hours.
631
+
632
+ **Heightened (4th)** It lasts 8 hours, has a range of 20 feet and targets up to 10 creatures.
633
+ spells.ventriloquism.name: Ventriloquism
634
+ spells.ventriloquism.description: |-
635
+ Your voice can seem to come from anywhere within 60 feet, and you can move it as you speak. Any creature that hears it can attempt to disbelieve the illusion.
636
+
637
+ **Heightened (2nd)** It lasts 1 hour, and you can change your voice's tone and quality. A creature must actively examine the sound with a Perception check or other actions before it can disbelieve.
638
+ spells.acid-grip.name: Acid Grip
639
+ spells.acid-grip.description: |-
640
+ A ghostly taloned hand grips the target, dealing 2d8 acid damage plus 1d6 persistent acid damage by its Reflex save. While it takes this persistent damage, it has a –10-foot status penalty to its Speeds.
641
+
642
+ **Critical Success** The creature is unaffected.
643
+
644
+ **Success** The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction you choose.
645
+
646
+ **Failure** The creature takes full damage and the persistent damage, and is moved up to 10 feet.
647
+
648
+ **Critical Failure** The creature takes double damage and the full persistent damage, and is moved up to 20 feet.
649
+
650
+ **Heightened (+2)** The initial damage increases by 2d8 and the persistent damage by 1d6.
651
+ spells.animal-form.name: Animal Form
652
+ spells.animal-form.description: |-
653
+ You become a Medium animal battle form of your choice from the list (the kind of animal is yours to decide), gaining the animal trait; you can Dismiss the spell. You gain AC 16 + your level, ignoring your armor's check penalty and Speed reduction; 5 temporary Hit Points; low-light vision and imprecise scent 30 feet; the form's unarmed attacks, the only ones you can Strike with, trained, with an attack modifier of +9 and a damage bonus of +1 (Strength-based; use your own unarmed attack modifier if higher); and Athletics +9 unless yours is higher. Each form adds:
654
+
655
+ - **Ape:** Speed 25 feet, climb 20 feet; fist 2d6 bludgeoning.
656
+ - **Bear:** Speed 30 feet; jaws 2d8 piercing; claw (agile) 1d8 slashing.
657
+ - **Bull:** Speed 30 feet; horn 2d8 piercing.
658
+ - **Canine:** Speed 40 feet; jaws 2d8 piercing.
659
+ - **Cat:** Speed 40 feet; jaws 2d6 piercing; claw (agile) 1d10 slashing.
660
+ - **Deer:** Speed 50 feet; antler 2d6 piercing.
661
+ - **Frog:** Speed 25 feet, swim 25 feet; jaws 2d6 bludgeoning; tongue (reach 15 feet) 2d4 bludgeoning.
662
+ - **Shark:** swim 35 feet; jaws 2d8 piercing; breathes water but not air.
663
+ - **Snake:** Speed 20 feet, climb 20 feet, swim 20 feet; fangs 2d4 piercing plus 1d6 poison.
664
+
665
+ **Heightened (3rd)** 10 temporary Hit Points, AC 17 + your level, attack modifier +14, damage bonus +5, Athletics +14.
666
+
667
+ **Heightened (4th)** Large, with 10-foot reach: 15 temporary Hit Points, AC 18 + your level, attack modifier +16, damage bonus +9, Athletics +16.
668
+
669
+ **Heightened (5th)** Huge, with 15-foot reach: 20 temporary Hit Points, AC 18 + your level, attack modifier +18, damage bonus +7 and double damage dice, Athletics +20.
670
+ spells.animal-messenger.name: Animal Messenger
671
+ spells.animal-messenger.description: |-
672
+ A Tiny wild animal in range comes to eat the food you offer. You give it the image, direction and distance of a place you know well, and it can carry a small object or note of light Bulk. It does its best to get there and waits for a nonhostile creature to take what it carries. The spell ends once it delivers or after 24 hours; without a Tiny animal in range, the spell is lost.
673
+ spells.augury.name: Augury
674
+ spells.augury.description: |-
675
+ You ask about a course of action up to 30 minutes ahead and learn the GM's best guess: good, bad, mixed or nothing. The GM rolls a secret DC 6 flat check; on a failure the answer is always nothing, so a "nothing" can't be trusted. Asking again about the same topic reuses the first roll unless circumstances change.
676
+ spells.blazing-bolt.name: Blazing Bolt
677
+ spells.blazing-bolt.description: |-
678
+ You fire a ray of heat and flame: make a spell attack against one creature, dealing 2d6 fire damage on a hit and double on a critical hit. Each additional action fires another ray at a different target, up to three for 3 actions; each attack adds to your multiple attack penalty, but only after all of them. With 2 or more actions, each ray deals 4d6 fire damage.
679
+
680
+ **Heightened (+1)** The damage increases by 1d6 for 1 action, or 2d6 for 2 or 3 actions.
681
+ spells.blood-vendetta.name: Blood Vendetta
682
+ spells.blood-vendetta.description: |-
683
+ You curse the creature that spilled your blood: it takes 2d6 persistent bleed damage and attempts a Will save.
684
+
685
+ **Critical Success** The target is unaffected.
686
+
687
+ **Success** The target takes half the persistent bleed damage.
688
+
689
+ **Failure** The target takes the full persistent bleed damage, and has weakness 1 to piercing and slashing damage until the bleeding stops.
690
+
691
+ **Critical Failure** As failure, but double the persistent bleed damage.
692
+
693
+ **Heightened (+2)** The persistent bleed damage increases by 2d6.
694
+ spells.blood-vendetta.texts.trigger: a creature deals piercing, slashing or persistent bleed damage to you
695
+ spells.blood-vendetta.texts.requirements: you can bleed
696
+ spells.blur.name: Blur
697
+ spells.blur.description: |-
698
+ The target's form blurs: it is concealed. Its location is still obvious, so it can't use this concealment to Hide or Sneak.
699
+ spells.calm.name: Calm
700
+ spells.calm.description: |-
701
+ You soothe creatures in the area into a nonviolent state; each attempts a Will save.
702
+
703
+ **Critical Success** The creature is unaffected.
704
+
705
+ **Success** The creature takes a –1 status penalty to attack rolls.
706
+
707
+ **Failure** Emotion effects on the creature are suppressed and it can't use hostile actions. If anyone is hostile to it, the spell no longer affects it.
708
+
709
+ **Critical Failure** As failure, but hostility doesn't end the effect.
710
+ spells.cleanse-affliction.name: Cleanse Affliction
711
+ spells.cleanse-affliction.description: |-
712
+ Choose an affliction on the target, such as a curse, disease or poison. If it is past stage 1, it goes down one stage; this can happen only once for a given case.
713
+
714
+ **Heightened (3rd)** You also attempt to counteract it, if it is a disease or poison.
715
+
716
+ **Heightened (4th)** You also attempt to counteract it, if it is a curse, disease or poison.
717
+ spells.clear-mind.name: Clear Mind
718
+ spells.clear-mind.description: |-
719
+ Attempt to counteract an effect giving the target one of these conditions: fleeing, frightened or stupefied. If you fail but would have succeeded against a counteract rank 2 lower, the effect is suppressed until the start of your next turn (its duration doesn't run meanwhile). Conditions from curses, diseases or the target's nature can't be affected.
720
+
721
+ **Heightened (4th)** Add confused, controlled and slowed.
722
+
723
+ **Heightened (6th)** As 4th, and doomed.
724
+
725
+ **Heightened (8th)** As 4th, and doomed and stunned.
726
+ spells.create-food.name: Create Food
727
+ spells.create-food.description: |-
728
+ You create bland but nourishing food for six Medium creatures for a day; uneaten, it spoils after a day. A Small creature eats a quarter as much as a Medium one (a Tiny one a sixteenth), a Large one ten times as much (Huge, a hundred times).
729
+
730
+ **Heightened (4th)** Food for 12 Medium creatures.
731
+
732
+ **Heightened (6th)** Food for 50 Medium creatures.
733
+
734
+ **Heightened (8th)** Food for 200 Medium creatures.
735
+ spells.darkness.name: Darkness
736
+ spells.darkness.description: |-
737
+ Light can't enter the area or shine within it: non-magical light sources inside give no light, and magical light of this spell's rank or lower is suppressed. Creatures inside can't see out, and from outside it looks like a globe of darkness.
738
+
739
+ **Heightened (4th)** Even creatures with darkvision (but not greater darkvision) barely see through it: targets seen through it are concealed to them.
740
+ spells.darkvision.name: Darkvision
741
+ spells.darkvision.description: |-
742
+ You gain darkvision.
743
+
744
+ **Heightened (3rd)** The range is touch and the target one willing creature.
745
+
746
+ **Heightened (5th)** As 3rd, and it lasts until your next daily preparations.
747
+ spells.deafness.name: Deafness
748
+ spells.deafness.description: |-
749
+ The target loses its hearing by its Fortitude save, and is then temporarily immune for 1 minute.
750
+
751
+ **Critical Success** The target is unaffected.
752
+
753
+ **Success** The target is deafened for 1 round.
754
+
755
+ **Failure** The target is deafened for 10 minutes.
756
+
757
+ **Critical Failure** The target is deafened permanently.
758
+ spells.dispel-magic.name: Dispel Magic
759
+ spells.dispel-magic.description: |-
760
+ You attempt a counteract check against a spell or magic item. A magic item you counteract becomes a mundane item of its type for 10 minutes, keeping its non-magical properties. Against an artifact or similar item, you automatically fail.
761
+ spells.embed-message.name: Embed Message
762
+ spells.embed-message.description: |-
763
+ You set a trigger and a message of up to 25 words. When the trigger happens within 30 feet of the target, illusory text circles it and a disembodied voice speaks the message, in a language you know and a voice you choose. The spell then ends.
764
+
765
+ **Heightened (4th)** You can add a simple, obviously illusory sensory flourish (a smell, a visual effect, a sensation) that lasts while the message plays.
766
+
767
+ **Heightened (6th)** As 4th, and you choose how many times the message repeats before the spell ends, without limit.
768
+ spells.enlarge.name: Enlarge
769
+ spells.enlarge.description: |-
770
+ The target grows to Large, its equipment with it (an item it removes returns to normal size). It is clumsy 1, its reach increases by 5 feet (10 if it was Tiny), and it gains a +2 status bonus to damage rolls with melee Strikes. A Large or larger creature is unaffected.
771
+
772
+ **Heightened (4th)** The target grows to Huge instead: +4 to melee damage, and reach 10 feet more (15 if it was Tiny). A Huge or larger creature is unaffected.
773
+
774
+ **Heightened (6th)** Choose the 2nd- or 4th-rank version and apply it to up to 10 willing creatures.
775
+ spells.entangling-flora.name: Entangling Flora
776
+ spells.entangling-flora.description: |-
777
+ Plants and fungi grow over the area, making every surface difficult terrain. A creature that starts its turn in the area attempts a Reflex save: on a failure it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also immobilized for 1 round. It can Escape to end these.
778
+ spells.environmental-endurance.name: Environmental Endurance
779
+ spells.environmental-endurance.description: |-
780
+ The target is protected from severe cold or severe heat, as you choose (not extreme).
781
+
782
+ **Heightened (3rd)** It is protected from both severe cold and severe heat.
783
+
784
+ **Heightened (5th)** It is protected from severe and extreme cold and heat.
785
+ spells.everlight.name: Everlight
786
+ spells.everlight.description: |-
787
+ The gemstone you touch glows in a color of your choice, bright light in a 20-foot radius and dim light 20 feet beyond, until it breaks.
788
+ spells.false-vitality.name: False Vitality
789
+ spells.false-vitality.description: |-
790
+ You give yourself 10 temporary Hit Points.
791
+
792
+ **Heightened (+1)** The temporary Hit Points increase by 3.
793
+ spells.floating-flame.name: Floating Flame
794
+ spells.floating-flame.description: |-
795
+ A fuelless flame appears, dealing 3d6 fire damage to each creature in its square with a basic Reflex save. When you Sustain the spell you can float it up to 10 feet, damaging each creature whose space it passes through (one new damage roll each Sustain; a creature takes damage from it at most once a round).
796
+
797
+ **Heightened (+1)** The damage increases by 1d6.
798
+ spells.gecko-grip.name: Gecko Grip
799
+ spells.gecko-grip.description: |-
800
+ The target gains a climb Speed equal to its Speed.
801
+
802
+ **Heightened (5th)** It lasts 1 hour.
803
+ spells.ghostly-carrier.name: Ghostly Carrier
804
+ spells.ghostly-carrier.description: |-
805
+ A Tiny semi-corporeal figure of your design hovers near you. When you cast a spell with a range of touch, it can carry the spell to a creature within range and return; it uses your bonuses for any spell attack. It has your AC and saves and is destroyed by any damage.
806
+ spells.humanoid-form.name: Humanoid Form
807
+ spells.humanoid-form.description: |-
808
+ You look like a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human or orc, gaining the humanoid trait and its kind's trait; a smaller form shrinks your reach. Your statistics and gear are unchanged and you gain none of its abilities. You gain a +4 status bonus to Deception checks to pass as a typical member of that ancestry, adding your level even if untrained, but you can't look like a specific person. You can Dismiss the spell.
809
+
810
+ **Heightened (3rd)** You gain darkvision or low-light vision if the form has it.
811
+
812
+ **Heightened (5th)** You can look like a Large humanoid, and gain enlarge's effects if you grow.
813
+ spells.illusory-creature.name: Illusory Creature
814
+ spells.illusory-creature.description: |-
815
+ You create an illusion of a Large or smaller creature that sounds, smells and feels real; it ends if it is ever more than 500 feet from you. You can speak through it (a Deception or Performance check may be needed). In combat it acts with 2 actions when you Sustain the spell, using your spell attack modifier to attack and your spell DC as its AC, with saves at your spell DC – 10; it can flank. It ends if hit or if it fails a save. Its Strikes deal 3d4 nonlethal mental damage to a creature that believes it, and resistances apply as the target thinks they would. A creature that touches it or Seeks to examine it can disbelieve it, recovering half the damage it took.
816
+
817
+ **Heightened (+1)** The damage increases by 1d4, and the creature can be one size larger (up to Gargantuan).
818
+ spells.invisibility.name: Invisibility
819
+ spells.invisibility.description: |-
820
+ The target becomes invisible: undetected by everyone, though creatures can look for it to make it hidden to them instead. If the target uses a hostile action, the spell ends after it.
821
+
822
+ **Heightened (4th)** It lasts 1 minute, and a hostile action doesn't end it.
823
+ spells.knock.name: Knock
824
+ spells.knock.description: |-
825
+ The target door, lock or container is easier to open: a +4 status bonus to Athletics and Thievery checks to open it. You can attempt a Thievery check to open it as part of the casting, adding your level even if untrained. Knock counteracts lock.
826
+ spells.laughing-fit.name: Laughing Fit
827
+ spells.laughing-fit.description: |-
828
+ Uncontrollable laughter overtakes the target by its Will save.
829
+
830
+ **Critical Success** The target is unaffected.
831
+
832
+ **Success** The target can't use reactions.
833
+
834
+ **Failure** The target is slowed 1 and can't use reactions.
835
+
836
+ **Critical Failure** The target falls prone and can't act or react for 1 round, then takes the failure's effects.
837
+ spells.marvelous-mount.name: Marvelous Mount
838
+ spells.marvelous-mount.description: |-
839
+ You conjure a Large fantastical mount for the target, its minion: Speed 40 feet, carrying the target and its gear but no one else. It uses the target's AC and saves and is destroyed by more than 10 damage at once, ending the spell.
840
+
841
+ **Heightened (3rd)** It can walk on water, but sinks if it ends its turn off solid ground.
842
+
843
+ **Heightened (4th)** Speed 60 feet, and it walks on water.
844
+
845
+ **Heightened (5th)** As 4th, with a fly Speed of 60 feet; it falls if it doesn't end its turn on a surface.
846
+
847
+ **Heightened (6th)** Speed and fly Speed 80 feet.
848
+ spells.mist.name: Mist
849
+ spells.mist.description: |-
850
+ A cloud of mist fills the area: creatures inside are concealed, and creatures outside are concealed to those inside. You can Dismiss it.
851
+ spells.noise-blast.name: Noise Blast
852
+ spells.noise-blast.description: |-
853
+ A cacophony deals 2d10 sonic damage to each creature in the area by its Fortitude save.
854
+
855
+ **Critical Success** The creature is unaffected.
856
+
857
+ **Success** The creature takes half damage.
858
+
859
+ **Failure** The creature takes full damage and is deafened for 1 round.
860
+
861
+ **Critical Failure** The creature takes double damage, is deafened for 1 minute and stunned 1.
862
+
863
+ **Heightened (+1)** The damage increases by 1d10.
864
+ spells.oaken-resilience.name: Oaken Resilience
865
+ spells.oaken-resilience.description: |-
866
+ The target's skin turns tough as bark: resistance 2 to bludgeoning and piercing damage, and weakness 3 to fire. After taking fire damage, it can Dismiss the spell as a free action (the damage still applies).
867
+
868
+ **Heightened (+2)** The resistances increase by 2 and the weakness by 3.
869
+ spells.one-with-plants.name: One with Plants
870
+ spells.one-with-plants.description: |-
871
+ You become a plant or merge into one, and can Dismiss the spell. Either way you can't move or affect anything outside it, but can cast spells that need no line of effect beyond it.
872
+
873
+ - **Merge with plants** (10 minutes): you must touch a plant big enough to hold you and your gear. You hear but can't see outside. Damage to the plant expels you and deals you 10d6 damage; the spell ends if you leave.
874
+ - **Turn into a plant** (8 hours): you become a Large plant, typically a tree. Perception doesn't reveal you, but a Nature or Survival check against your spell DC shows you are a plant new to the area. You perceive normally. Your AC is 20, only status and circumstance bonuses and penalties affect you, and successes on Reflex saves are failures.
875
+ spells.paranoia.name: Paranoia
876
+ spells.paranoia.description: |-
877
+ The target sees every creature as a threat; it attempts a Will save.
878
+
879
+ **Critical Success** The target is unaffected.
880
+
881
+ **Success** The target becomes unfriendly to everyone it wasn't already hostile to, allies included, and treats no one as an ally, for 1 round.
882
+
883
+ **Failure** As success, for 1 minute.
884
+
885
+ **Critical Failure** As failure, and it sees everyone as a mortal enemy, using its reactions and free actions against anyone, though it otherwise acts rationally and prefers foes that are harming it.
886
+
887
+ **Heightened (6th)** You can target up to 5 creatures.
888
+ spells.peaceful-rest.name: Peaceful Rest
889
+ spells.peaceful-rest.description: |-
890
+ The corpse doesn't decay and can't become undead. Time under this spell doesn't count against spells that need a recent death, and ordinary pests leave the body alone.
891
+
892
+ **Heightened (5th)** It lasts indefinitely, takes one more action to cast, and costs embalming fluid worth 6 gp.
893
+ spells.resist-energy.name: Resist Energy
894
+ spells.resist-energy.description: |-
895
+ Choose acid, cold, electricity, fire or sonic. The target and its gear gain resistance 5 to that damage.
896
+
897
+ **Heightened (4th)** The resistance is 10, and you can target up to two creatures.
898
+
899
+ **Heightened (7th)** The resistance is 15, and you can target up to five creatures.
900
+ spells.revealing-light.name: Revealing Light
901
+ spells.revealing-light.description: |-
902
+ Magical light of the look you choose washes over the area. An affected creature is dazzled; an invisible one becomes concealed instead, and one concealed for any other reason no longer is. Each creature attempts a Reflex save.
903
+
904
+ **Critical Success** The creature is unaffected.
905
+
906
+ **Success** The light affects it for 2 rounds.
907
+
908
+ **Failure** The light affects it for 1 minute.
909
+
910
+ **Critical Failure** The light affects it for 10 minutes.
911
+ spells.see-the-unseen.name: See the Unseen
912
+ spells.see-the-unseen.description: |-
913
+ You see invisible creatures as blurred shapes, concealed and hard to identify, and incorporeal creatures within 10 feet of an object's surface through it. You also gain a +2 status bonus to checks to disbelieve illusions.
914
+
915
+ **Heightened (5th)** It lasts 8 hours.
916
+ spells.shape-wood.name: Shape Wood
917
+ spells.shape-wood.description: |-
918
+ You shape the wood into a rough form of your choice, with no intricate parts, fine details or moving pieces. It can't make the wood more valuable.
919
+ spells.share-life.name: Share Life
920
+ spells.share-life.description: |-
921
+ The target takes half the Hit Point damage from every effect, and you take the rest, with none of your resistances, weaknesses or other abilities applied. The spell ends if the target is more than 30 feet away, or once either of you reaches 0 Hit Points (after that damage is resolved).
922
+ spells.shatter.name: Shatter
923
+ spells.shatter.description: |-
924
+ A high-pitched sound deals 2d10 sonic damage to the target object, ignoring its Hardness if it is 4 or lower.
925
+
926
+ **Heightened (+1)** The damage increases by 1d10, and the Hardness ignored by 2.
927
+ spells.shrink.name: Shrink
928
+ spells.shrink.description: |-
929
+ The target shrinks to Tiny, with its equipment (an item it removes returns to normal size). Its reach becomes 0 feet. A Tiny creature is unaffected.
930
+
931
+ **Heightened (6th)** You can target up to 10 creatures.
932
+ spells.silence.name: Silence
933
+ spells.silence.description: |-
934
+ The target makes no sound: it can't be noticed by hearing alone, can't use sonic attacks or auditory actions, and can't cast spells other than subtle ones.
935
+
936
+ **Heightened (4th)** A 10-foot emanation around the touched creature silences all sound in it or passing through, with the same effects on creatures inside.
937
+ spells.sound-body.name: Sound Body
938
+ spells.sound-body.description: |-
939
+ Attempt to counteract an effect giving the target one of these conditions: blinded, dazzled, deafened, enfeebled or sickened. If you fail but would have succeeded against a counteract rank 2 lower, the effect is suppressed until the start of your next turn (its duration doesn't run meanwhile). Curses, diseases and the target's natural conditions can't be affected.
940
+
941
+ **Heightened (4th)** Add drained and slowed.
942
+
943
+ **Heightened (6th)** As 4th, and petrified.
944
+
945
+ **Heightened (8th)** As 4th, and petrified and stunned.
946
+ spells.speak-with-animals.name: Speak with Animals
947
+ spells.speak-with-animals.description: |-
948
+ You can talk with animals and use Diplomacy with them. They aren't any friendlier than usual: clever ones are terse and evasive, simple ones often say inane things.
949
+ spells.spiritual-armament.name: Spiritual Armament
950
+ spells.spiritual-armament.description: |-
951
+ You fling a ghostly echo of a weapon you wield or wear: a spell attack against the target's AC, dealing 2d8 damage of the weapon's type (or spirit damage, if that would be worse for the target) on a hit, double on a critical hit. It uses and adds to your multiple attack penalty. Each time you Sustain the spell, you can attack again any creature within 120 feet. If you sanctify the spell, the attacks are sanctified.
952
+
953
+ **Heightened (+2)** The damage increases by 1d8.
954
+ spells.status.name: Status
955
+ spells.status.description: |-
956
+ While you and the target are on the same plane and alive, you know its direction and distance from you and the conditions affecting it.
957
+
958
+ **Heightened (4th)** The range is 30 feet, and you can target up to 10 creatures.
959
+ spells.stupefy.name: Stupefy
960
+ spells.stupefy.description: |-
961
+ You dull the target's mind by its Will save.
962
+
963
+ **Critical Success** The target is unaffected.
964
+
965
+ **Success** The target is stupefied 1 until the start of your next turn.
966
+
967
+ **Failure** The target is stupefied 2 for 1 minute.
968
+
969
+ **Critical Failure** The target is stupefied 3 for 1 minute.
970
+ spells.summon-elemental.name: Summon Elemental
971
+ spells.summon-elemental.description: |-
972
+ You summon a creature with the elemental trait, of level 1 or lower, to fight for you.
973
+
974
+ **Heightened** The creature's level is 2 at 3rd rank, 3 at 4th, 5 at 5th, 7 at 6th, 9 at 7th, 11 at 8th, 13 at 9th and 15 at 10th.
975
+ spells.sure-footing.name: Sure Footing
976
+ spells.sure-footing.description: |-
977
+ Attempt to counteract an effect giving the target one of these conditions: clumsy, grabbed or paralyzed. If you fail but would have succeeded against a counteract rank 2 lower, the effect is suppressed until the start of your next turn (its duration doesn't run meanwhile). Curses, diseases and the target's natural conditions can't be affected.
978
+
979
+ **Heightened (4th)** Add immobilized, restrained and slowed.
980
+
981
+ **Heightened (6th)** As 4th, and petrified.
982
+
983
+ **Heightened (8th)** As 4th, and petrified and stunned.
984
+ spells.telekinetic-maneuver.name: Telekinetic Maneuver
985
+ spells.telekinetic-maneuver.description: |-
986
+ You telekinetically Disarm, Reposition, Shove or Trip the target, rolling a spell attack instead of an Athletics check.
987
+ spells.translate.name: Translate
988
+ spells.translate.description: |-
989
+ The target understands the meaning of one language it hears or reads when you cast the spell (not codes or heavy metaphor). If it hears several, it chooses one if it knows they are there, otherwise one at random.
990
+
991
+ **Heightened (3rd)** The target can also speak the language.
992
+
993
+ **Heightened (4th)** You can target up to 10 creatures, and they can speak the language.
994
+ spells.water-breathing.name: Water Breathing
995
+ spells.water-breathing.description: |-
996
+ The targets can breathe underwater.
997
+
998
+ **Heightened (3rd)** It lasts 8 hours.
999
+
1000
+ **Heightened (4th)** It lasts until your next daily preparations.
1001
+ spells.water-walk.name: Water Walk
1002
+ spells.water-walk.description: |-
1003
+ The target walks on water and other liquids without sinking. It can go under if it wishes, then Swims normally; it can't breathe underwater.
1004
+
1005
+ **Heightened (4th)** The range is 30 feet, it lasts 1 hour, and you can target up to 10 creatures.
1006
+ spells.aqueous-orb.name: Aqueous Orb
1007
+ spells.aqueous-orb.description: |-
1008
+ A 10-foot sphere of water forms on the ground or on a liquid's surface. When you cast the spell and each time you Sustain it, you can roll it up to 10 feet, through creatures and obstacles that wouldn't stop water. It puts out non-magical fires of its size or smaller and attempts to counteract magical ones (once per fire). It tries to engulf each Large or smaller creature it moves through (once per turn each), which attempts a Reflex save.
1009
+
1010
+ **Success** The creature lets the orb pass, or lets it push the creature to the end of its movement.
1011
+
1012
+ **Failure** The creature is engulfed and moves with the orb, holding its breath or suffocating unless it breathes water; aquatic combat rules apply to a Medium or smaller creature. It escapes by Swimming (DC 10 Athletics) or Escaping against your spell DC.
1013
+
1014
+ **Critical Failure** As failure, but it can't Swim free.
1015
+ spells.bind-undead.name: Bind Undead
1016
+ spells.bind-undead.description: |-
1017
+ You seize control of the target, a mindless undead creature of level no higher than the spell's rank: it gains the minion trait. A hostile action by you or an ally against it ends the spell.
1018
+ spells.blindness.name: Blindness
1019
+ spells.blindness.description: |-
1020
+ You blind the target by its Fortitude save; it is then temporarily immune for 1 minute.
1021
+
1022
+ **Critical Success** The target is unaffected.
1023
+
1024
+ **Success** The target is blinded until its next turn begins.
1025
+
1026
+ **Failure** The target is blinded for 1 minute.
1027
+
1028
+ **Critical Failure** The target is blinded permanently.
1029
+ spells.chilling-darkness.name: Chilling Darkness
1030
+ spells.chilling-darkness.description: |-
1031
+ A ray of unholy, freezing darkness: make a ranged spell attack. It deals 5d6 cold damage, plus 5d6 spirit damage if the target has the holy trait.
1032
+
1033
+ **Critical Success** The target takes double damage.
1034
+
1035
+ **Success** The target takes full damage.
1036
+
1037
+ If the ray passes through magical light or targets a creature affected by it, it attempts to counteract the light.
1038
+
1039
+ **Heightened (+1)** The cold damage increases by 2d6, and the spirit damage against holy creatures by 2d6.
1040
+ spells.clairaudience.name: Clairaudience
1041
+ spells.clairaudience.description: |-
1042
+ An invisible, unmoving ear appears where you choose in range, even out of sight or line of effect, and you hear through it as though there.
1043
+ spells.cozy-cabin.name: Cozy Cabin
1044
+ spells.cozy-cabin.description: |-
1045
+ You raise a wooden cabin 20 feet square and 10 feet high (a structure), with glass windows and a door that takes a lock. Inside are three cots, a chamber pot, a fireplace with a magical fire, and a light you turn on and off with a Sustain. It's comfortable against most weather, but extreme heat or cold, great storms and hurricane winds destroy it. Others come and go freely; if you leave, the spell ends. You can Dismiss it.
1046
+ spells.crisis-of-faith.name: Crisis of Faith
1047
+ spells.crisis-of-faith.description: |-
1048
+ You assail the target's faith with doubt: 6d6 mental damage, or 6d8 if it can cast divine spells, by its Will save. Casting it on a follower of your own deity without good cause is anathema to many deities.
1049
+
1050
+ **Critical Success** The target is unaffected.
1051
+
1052
+ **Success** The target takes half damage.
1053
+
1054
+ **Failure** The target takes full damage; a divine caster is also stupefied 1 for 1 round.
1055
+
1056
+ **Critical Failure** The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round.
1057
+
1058
+ **Heightened (+1)** The damage increases by 2d6 (2d8 against a divine spellcaster).
1059
+ spells.dream-message.name: Dream Message
1060
+ spells.dream-message.description: |-
1061
+ You send one minute of speech (about 150 words) into the target's dreams. A sleeping target gets it at once, otherwise the next time it sleeps; the spell then ends, and you know it arrived.
1062
+
1063
+ **Heightened (4th)** You can send the same message to up to 10 creatures you know by name and have met.
1064
+ spells.earthbind.name: Earthbind
1065
+ spells.earthbind.description: |-
1066
+ The weight of the earth drags the flying target down by its Fortitude save; if it lands safely, it takes no falling damage.
1067
+
1068
+ **Critical Success** The target is unaffected.
1069
+
1070
+ **Success** The target falls safely up to 120 feet.
1071
+
1072
+ **Failure** It falls safely up to 120 feet, and if it lands it can't Fly, levitate or otherwise leave the ground for 1 round.
1073
+
1074
+ **Critical Failure** As failure, for 1 minute.
1075
+ spells.enthrall.name: Enthrall
1076
+ spells.enthrall.description: |-
1077
+ You speak or sing without pause, and your words captivate those who notice them; each target attempts a Will save, with up to a +4 circumstance bonus if it is unlikely to agree with you. A creature coming into range saves when you Sustain the spell. Speaking gives the spell the linguistic trait.
1078
+
1079
+ **Critical Success** The target is unaffected and notices you tried to use magic.
1080
+
1081
+ **Success** The target needn't pay attention and doesn't notice the magic.
1082
+
1083
+ **Failure** The target is fascinated with you. It can save again when it sees or hears something it disagrees with, ending the fascination and becoming temporarily immune for 1 hour on a success. A hostile act against it, or a successful Diplomacy or Intimidation check against it, ends the fascination.
1084
+
1085
+ **Critical Failure** As failure, but disagreement gives it no new save.
1086
+ spells.feet-to-fins.name: Feet to Fins
1087
+ spells.feet-to-fins.description: |-
1088
+ The target's feet become fins: it gains a swim Speed equal to its land Speed, but its land Speed becomes 5 feet.
1089
+
1090
+ **Heightened (6th)** It lasts until your next daily preparations.
1091
+ spells.fireball.name: Fireball
1092
+ spells.fireball.description: |-
1093
+ A roaring blast of fire bursts where you choose: 6d6 fire damage with a basic Reflex save.
1094
+
1095
+ **Heightened (+1)** The damage increases by 2d6.
1096
+ spells.ghostly-weapon.name: Ghostly Weapon
1097
+ spells.ghostly-weapon.description: |-
1098
+ The target weapon turns translucent and ghostly, with the effects of the ghost touch property rune: it is magical, especially effective against incorporeal creatures, and can be wielded by corporeal and incorporeal creatures alike.
1099
+ spells.haste.name: Haste
1100
+ spells.haste.description: |-
1101
+ The target is quickened, and can use the extra action only to Strike or Stride.
1102
+
1103
+ **Heightened (7th)** You can target up to 6 creatures.
1104
+ spells.heroism.name: Heroism
1105
+ spells.heroism.description: |-
1106
+ The target gains a +1 status bonus to attack rolls, Perception checks, saving throws and skill checks.
1107
+
1108
+ **Heightened (6th)** The bonus is +2.
1109
+
1110
+ **Heightened (9th)** The bonus is +3.
1111
+ spells.holy-light.name: Holy Light
1112
+ spells.holy-light.description: |-
1113
+ A ray of blazing, holy light: make a ranged spell attack. It deals 5d6 fire damage, plus 5d6 spirit damage if the target has the unholy trait.
1114
+
1115
+ **Critical Success** The target takes double damage.
1116
+
1117
+ **Success** The target takes full damage.
1118
+
1119
+ If the light passes through magical darkness or targets a creature affected by it, it attempts to counteract the darkness.
1120
+
1121
+ **Heightened (+1)** The fire damage increases by 2d6, and the spirit damage against unholy creatures by 2d6.
1122
+ spells.hypercognition.name: Hypercognition
1123
+ spells.hypercognition.description: |-
1124
+ You instantly use up to 6 Recall Knowledge actions as part of the casting, without special abilities, reactions or free actions that trigger on Recall Knowledge.
1125
+ spells.hypnotize.name: Hypnotize
1126
+ spells.hypnotize.description: |-
1127
+ A cloud of mesmerizing patterns hangs in the air; creatures inside are dazzled. A creature saves (Will) when it is inside as you cast the spell, enters it, ends its turn in it, or Seeks or Interacts with it; one already fascinated by it doesn't save again.
1128
+
1129
+ **Success** The target is unaffected.
1130
+
1131
+ **Failure** The target is fascinated by the cloud.
1132
+
1133
+ **Critical Failure** The target is fascinated by the cloud and can't use reactions while it is.
1134
+ spells.insect-form.name: Insect Form
1135
+ spells.insect-form.description: |-
1136
+ You become a Medium insect battle form of your choice from the list (the kind of bug is yours to decide), gaining the animal trait; you can Dismiss the spell. You gain AC 18 + your level, ignoring your armor's check penalty and Speed reduction; 10 temporary Hit Points; low-light vision; the form's attacks, the only ones you can Strike with, trained, with an attack modifier of +13 and a damage bonus of +2 (Strength-based; use your own unarmed attack modifier if higher); and Athletics +13 unless yours is higher. Each form adds:
1137
+
1138
+ - **Ant:** Speed 30 feet, climb 30 feet; mandibles 2d6 bludgeoning.
1139
+ - **Beetle:** Speed 25 feet; mandibles 2d10 bludgeoning.
1140
+ - **Centipede:** Speed 25 feet, climb 25 feet; darkvision; mandibles 1d8 piercing plus 1d4 persistent poison.
1141
+ - **Mantis:** Speed 40 feet; imprecise scent 30 feet; foreleg 2d8 piercing.
1142
+ - **Scorpion:** Speed 40 feet; darkvision, imprecise tremorsense 60 feet; stinger 1d8 piercing plus 1d4 persistent poison; pincer (agile) 1d6 bludgeoning.
1143
+ - **Spider:** Speed 25 feet, climb 25 feet; darkvision; fangs 1d6 piercing plus 1d4 persistent poison; web (ranged, increment 20 feet) immobilizes the target for 1 round or until it Escapes.
1144
+
1145
+ **Heightened (4th)** Large, with 10-foot reach: 15 temporary Hit Points, attack modifier +16, damage bonus +6, Athletics +16.
1146
+
1147
+ **Heightened (5th)** Huge, with 15-foot reach: 20 temporary Hit Points, attack modifier +18, damage bonus +2 and double damage dice (persistent damage too), Athletics +20.
1148
+ spells.levitate.name: Levitate
1149
+ spells.levitate.description: |-
1150
+ The target floats 5 feet off the ground; you can Sustain the spell to move it up or down 10 feet. A floating creature takes a –2 circumstance penalty to attack rolls, which an Interact to steady itself removes for the rest of its turn. Next to a suitable surface, it can move along it by climbing (walls) or crawling (ceilings), as the GM decides.
1151
+ spells.lightning-bolt.name: Lightning Bolt
1152
+ spells.lightning-bolt.description: |-
1153
+ A bolt of lightning lances out along the line: 4d12 electricity damage with a basic Reflex save.
1154
+
1155
+ **Heightened (+1)** The damage increases by 1d12.
1156
+ spells.locate.name: Locate
1157
+ spells.locate.description: |-
1158
+ You learn the direction to the target object, or to the nearest of a type of object. A specific object must be one you have observed directly; a type needs an accurate mental image. Lead or running water between you blocks the spell, so a farther one may be found instead.
1159
+
1160
+ **Heightened (5th)** You can target a specific creature or ancestry you have met or seen up close.
1161
+ spells.mad-monkeys.name: Mad Monkeys
1162
+ spells.mad-monkeys.description: |-
1163
+ Spirit monkeys fill the area; they can't be attacked or hurt, and calm or similar magic makes them docile for the spell. Choose their mischief when you cast it: it happens then and the first time each round you Sustain the spell, when you can also move the area 5 feet.
1164
+
1165
+ - **Flagrant burglary:** the monkeys Steal one item from one creature in the area, with your spell DC – 10 as their Thievery modifier; the victim knows what was tried. Getting an item back takes Stealing it or Disarming them against your spell DC; when the spell ends, stolen items drop in the area.
1166
+ - **Raucous din:** each creature in the area attempts a Fortitude save. Critical success: unaffected, and temporarily immune for 10 minutes. Success: unaffected. Failure: deafened for 1 round. Critical failure: deafened for 1 minute.
1167
+ - **Tumultuous gymnastics:** each creature in the area attempts a Reflex save. Critical success: unaffected, and temporarily immune for 10 minutes. Success: unaffected. Failure: for 1 round, a DC 5 flat check for each manipulate action, which is disrupted on a failure. Critical failure: as failure, until the spell ends, even outside the area.
1168
+ spells.mind-reading.name: Mind Reading
1169
+ spells.mind-reading.description: |-
1170
+ You try to read the target's mind; it attempts a Will save and is then temporarily immune to your mind reading for 1 hour.
1171
+
1172
+ **Critical Success** The target perceives your surface thoughts as you cast the spell.
1173
+
1174
+ **Success** You learn whether its Intelligence modifier is higher than, equal to or lower than yours.
1175
+
1176
+ **Failure** You perceive its surface thoughts as you cast the spell, and learn how its Intelligence compares to yours.
1177
+
1178
+ **Critical Failure** As failure, and you can Sustain the spell to read its surface thoughts again, with no new saves.
1179
+ spells.one-with-stone.name: One with Stone
1180
+ spells.one-with-stone.description: |-
1181
+ As one with plants, but you merge with stone or become a stone, with AC 23 in stone form. You can Dismiss the spell.
1182
+ spells.paralyze.name: Paralyze
1183
+ spells.paralyze.description: |-
1184
+ You freeze the target's body before its commands leave its mind; it attempts a Will save.
1185
+
1186
+ **Critical Success** The target is unaffected.
1187
+
1188
+ **Success** The target is stunned 1.
1189
+
1190
+ **Failure** The target is paralyzed for 1 round.
1191
+
1192
+ **Critical Failure** The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to shorten the duration by 1 round, or end it on a critical success.
1193
+
1194
+ **Heightened (7th)** You can target up to 10 creatures.
1195
+ spells.ring-of-truth.name: Ring of Truth
1196
+ spells.ring-of-truth.description: |-
1197
+ Lies are revealed in the area: a bell rings softly whenever a creature in it speaks the truth, and creatures there take a –2 status penalty to Deception checks. They know of the magic and can be evasive. Each creature attempts a Will save on being in the area as you cast it or entering it, keeping that result.
1198
+
1199
+ **Critical Success** The creature is so convincing the bell rings even when it lies.
1200
+
1201
+ **Success** If it lies and its Deception check beats everyone present, the bell still rings.
1202
+
1203
+ **Failure** The bell never rings when it lies.
1204
+ spells.safe-passage.name: Safe Passage
1205
+ spells.safe-passage.description: |-
1206
+ Everyone in the area is protected from harm by the terrain and environment there (environmental damage, hazardous terrain, hazards): a +2 status bonus to AC and saves against them and resistance 5 to their damage. Things prone to collapse there, such as a rickety bridge, don't collapse short of extreme strain. It doesn't remove difficult terrain or concealment, nor protect against creatures.
1207
+
1208
+ **Heightened (5th)** Resistance 10, and the area can be 120 feet long.
1209
+
1210
+ **Heightened (8th)** Resistance 15, and the area can be 500 feet long.
1211
+ spells.slow.name: Slow
1212
+ spells.slow.description: |-
1213
+ Time drags around the target, by its Fortitude save.
1214
+
1215
+ **Critical Success** The target is unaffected.
1216
+
1217
+ **Success** The target is slowed 1 for 1 round.
1218
+
1219
+ **Failure** The target is slowed 1 for 1 minute.
1220
+
1221
+ **Critical Failure** The target is slowed 2 for 1 minute.
1222
+
1223
+ **Heightened (6th)** You can target up to 10 creatures.
1224
+ spells.speak-with-plants.name: Speak with Plants
1225
+ spells.speak-with-plants.description: |-
1226
+ You can ask plants and fungi questions and understand their answers, though they are no friendlier or wiser than usual: they know little beyond their surroundings, and clever plant monsters are terse and evasive.
1227
+
1228
+ **Heightened (4th)** It lasts 8 hours.
1229
+ spells.vampiric-feast.name: Vampiric Feast
1230
+ spells.vampiric-feast.description: |-
1231
+ Your touch drains the target's life: 6d6 void damage with a basic Fortitude save. You gain temporary Hit Points equal to half the damage it takes (after resistances and the like), which last 1 minute.
1232
+
1233
+ **Heightened (+1)** The damage increases by 2d6.
1234
+ spells.veil-of-privacy.name: Veil of Privacy
1235
+ spells.veil-of-privacy.description: |-
1236
+ For the duration, the spell attempts to counteract every detection, revelation and scrying effect used against the target or its gear, counting cantrips as 1st-rank spells. Countering an area or multi-target effect protects only this target.
1237
+ spells.wall-of-thorns.name: Wall of Thorns
1238
+ spells.wall-of-thorns.description: |-
1239
+ A 5-foot-thick wall of thorny brambles grows in a straight line up to 60 feet long and 10 feet high (or shorter), in unbroken open space, or the spell is lost. It gives cover to each side from the other and is difficult terrain; each move action a creature uses to enter it deals 3d4 piercing damage. Each 10-by-10-foot section has AC 10, Hardness 10 and 20 Hit Points, and is immune to critical hits and precision damage.
1240
+
1241
+ **Heightened (+1)** Each section's Hit Points increase by 5, and the piercing damage by 1d4.
1242
+ spells.wall-of-wind.name: Wall of Wind
1243
+ spells.wall-of-wind.description: |-
1244
+ A wall of gusting wind 5 feet thick, 60 feet long and 30 feet high rises along a path you choose. It doesn't block sight. Ammunition from physical ranged attacks can't pass through; larger thrown weapons take a –2 circumstance penalty to attack through it; massive weapons and spells that don't create objects are unaffected. It is difficult terrain for creatures moving over land, gases can't pass, and a creature trying to fly through it with a move action attempts a Fortitude save.
1245
+
1246
+ **Critical Success** It moves through normally this turn.
1247
+
1248
+ **Success** It can move through this turn, but the wall is difficult terrain.
1249
+
1250
+ **Failure** The wall stops it, and the rest of its movement for that action is lost.
1251
+
1252
+ **Critical Failure** As failure, and it is pushed 10 feet away from the wall.
1253
+ templates.runic-greater.name: '{base} (runic, +2 greater striking)'
1254
+ templates.runic-major.name: '{base} (runic, +3 major striking)'
1255
+ templates.runic.name: '{base} (runic, +1 striking)'