@opencharacter/orc-sf-2e 0.0.0-stage → 0.1.0

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 (2131) hide show
  1. package/LICENSE +39 -0
  2. package/README.md +254 -2
  3. package/content/ammunition/battery-advanced.yaml +4 -0
  4. package/content/ammunition/battery-commercial.yaml +4 -0
  5. package/content/ammunition/battery-elite.yaml +4 -0
  6. package/content/ammunition/battery-superior.yaml +4 -0
  7. package/content/ammunition/battery-tactical.yaml +4 -0
  8. package/content/ammunition/chem-tank-advanced.yaml +4 -0
  9. package/content/ammunition/chem-tank-commercial.yaml +4 -0
  10. package/content/ammunition/chem-tank-elite.yaml +4 -0
  11. package/content/ammunition/chem-tank-superior.yaml +4 -0
  12. package/content/ammunition/chem-tank-tactical.yaml +4 -0
  13. package/content/ammunition/projectile-ammo.yaml +4 -0
  14. package/content/ancestries/android.yaml +31 -0
  15. package/content/ancestries/barathu.yaml +26 -0
  16. package/content/ancestries/human.yaml +13 -0
  17. package/content/ancestries/kasatha.yaml +26 -0
  18. package/content/ancestries/lashunta.yaml +24 -0
  19. package/content/ancestries/pahtra.yaml +27 -0
  20. package/content/ancestries/shirren.yaml +27 -0
  21. package/content/ancestries/skittermander.yaml +29 -0
  22. package/content/ancestries/vesk.yaml +27 -0
  23. package/content/ancestries/ysoki.yaml +28 -0
  24. package/content/archetypes/envoy.yaml +3 -0
  25. package/content/archetypes/mystic.yaml +3 -0
  26. package/content/archetypes/operative.yaml +5 -0
  27. package/content/archetypes/solarian.yaml +3 -0
  28. package/content/archetypes/soldier.yaml +3 -0
  29. package/content/archetypes/witchwarper.yaml +5 -0
  30. package/content/armor/aegis-series.yaml +14 -0
  31. package/content/armor/armored-coat.yaml +13 -0
  32. package/content/armor/bulky-flight-suit.yaml +13 -0
  33. package/content/armor/carbon-skin.yaml +12 -0
  34. package/content/armor/ceramic-suit.yaml +14 -0
  35. package/content/armor/decorative-armor.yaml +14 -0
  36. package/content/armor/defiance-series.yaml +14 -0
  37. package/content/armor/defrex-hide.yaml +14 -0
  38. package/content/armor/flight-suit.yaml +12 -0
  39. package/content/armor/freebooter-armor.yaml +14 -0
  40. package/content/armor/hardlight-series.yaml +13 -0
  41. package/content/armor/kyokor-plating.yaml +14 -0
  42. package/content/armor/microcord-armor.yaml +13 -0
  43. package/content/armor/quilted-armor.yaml +13 -0
  44. package/content/armor/scaled-plate.yaml +14 -0
  45. package/content/armor/second-skin.yaml +12 -0
  46. package/content/armor/shotalashu-armor.yaml +14 -0
  47. package/content/armor/swarmsuit.yaml +14 -0
  48. package/content/armor/tempweave.yaml +12 -0
  49. package/content/armor/thinplate.yaml +14 -0
  50. package/content/armor/travel-suit.yaml +11 -0
  51. package/content/armor/vesk-scales.yaml +12 -0
  52. package/content/augmentations/artificial-immortalizer.yaml +7 -0
  53. package/content/augmentations/autodreamer.yaml +4 -0
  54. package/content/augmentations/autorecognition-lens.yaml +4 -0
  55. package/content/augmentations/cardiac-accelerator.yaml +4 -0
  56. package/content/augmentations/cloaking-skin-advanced.yaml +4 -0
  57. package/content/augmentations/cloaking-skin-commercial.yaml +4 -0
  58. package/content/augmentations/cloaking-skin-tactical.yaml +4 -0
  59. package/content/augmentations/cognition-accelerator.yaml +7 -0
  60. package/content/augmentations/cosmic-connector.yaml +7 -0
  61. package/content/augmentations/darkvision-capacitors-commercial.yaml +4 -0
  62. package/content/augmentations/darkvision-capacitors-tactical.yaml +4 -0
  63. package/content/augmentations/datajack-advanced.yaml +4 -0
  64. package/content/augmentations/datajack-commercial.yaml +4 -0
  65. package/content/augmentations/datajack-tactical.yaml +4 -0
  66. package/content/augmentations/dermal-plating-advanced.yaml +4 -0
  67. package/content/augmentations/dermal-plating-commercial.yaml +4 -0
  68. package/content/augmentations/dermal-plating-elite.yaml +4 -0
  69. package/content/augmentations/dermal-plating-paragon.yaml +4 -0
  70. package/content/augmentations/dermal-plating-superior.yaml +4 -0
  71. package/content/augmentations/dermal-plating-tactical.yaml +4 -0
  72. package/content/augmentations/dermal-plating-ultimate.yaml +4 -0
  73. package/content/augmentations/dragon-gland-advanced.yaml +4 -0
  74. package/content/augmentations/dragon-gland-commercial.yaml +4 -0
  75. package/content/augmentations/dragon-gland-elite.yaml +4 -0
  76. package/content/augmentations/dragon-gland-superior.yaml +4 -0
  77. package/content/augmentations/dragon-gland-tactical.yaml +4 -0
  78. package/content/augmentations/dragon-gland-ultimate.yaml +4 -0
  79. package/content/augmentations/gill-sheath.yaml +4 -0
  80. package/content/augmentations/hearing-aid.yaml +4 -0
  81. package/content/augmentations/hideaway-limb-commercial.yaml +4 -0
  82. package/content/augmentations/hideaway-limb-tactical.yaml +4 -0
  83. package/content/augmentations/hypernerves.yaml +12 -0
  84. package/content/augmentations/laser-eye.yaml +4 -0
  85. package/content/augmentations/moodskin.yaml +4 -0
  86. package/content/augmentations/muscle-invigorator.yaml +12 -0
  87. package/content/augmentations/nano-optics-node.yaml +4 -0
  88. package/content/augmentations/photosynthetic-skin.yaml +4 -0
  89. package/content/augmentations/presence-intensifier.yaml +17 -0
  90. package/content/augmentations/prosthetic-limb.yaml +4 -0
  91. package/content/augmentations/psychoactive-eyes-commercial.yaml +4 -0
  92. package/content/augmentations/psychoactive-eyes-tactical.yaml +4 -0
  93. package/content/augmentations/regenerative-rune-splice.yaml +4 -0
  94. package/content/augmentations/retinal-reflectors.yaml +4 -0
  95. package/content/augmentations/shielding-skin-advanced.yaml +4 -0
  96. package/content/augmentations/shielding-skin-commercial.yaml +4 -0
  97. package/content/augmentations/shielding-skin-tactical.yaml +4 -0
  98. package/content/augmentations/speed-suspension-advanced.yaml +4 -0
  99. package/content/augmentations/speed-suspension-commercial.yaml +4 -0
  100. package/content/augmentations/speed-suspension-tactical.yaml +4 -0
  101. package/content/augmentations/telepathy-node.yaml +4 -0
  102. package/content/augmentations/ultralight-wings-advanced.yaml +10 -0
  103. package/content/augmentations/ultralight-wings-commercial.yaml +10 -0
  104. package/content/augmentations/ultralight-wings-superior.yaml +10 -0
  105. package/content/augmentations/ultralight-wings-tactical.yaml +10 -0
  106. package/content/augmentations/venom-spur.yaml +4 -0
  107. package/content/augmentations/vocal-modulator.yaml +10 -0
  108. package/content/augmentations/voice-amplifier.yaml +10 -0
  109. package/content/augmentations/wildwise-graft.yaml +4 -0
  110. package/content/backgrounds/artist.yaml +18 -0
  111. package/content/backgrounds/athlete.yaml +18 -0
  112. package/content/backgrounds/bounty-hunter.yaml +18 -0
  113. package/content/backgrounds/brutaris-player.yaml +18 -0
  114. package/content/backgrounds/city-slicker.yaml +18 -0
  115. package/content/backgrounds/cleaner.yaml +18 -0
  116. package/content/backgrounds/comedian.yaml +18 -0
  117. package/content/backgrounds/cook.yaml +18 -0
  118. package/content/backgrounds/corporate-agent.yaml +18 -0
  119. package/content/backgrounds/cyberborn.yaml +19 -0
  120. package/content/backgrounds/detective.yaml +18 -0
  121. package/content/backgrounds/diplomat.yaml +18 -0
  122. package/content/backgrounds/disciple.yaml +39 -0
  123. package/content/backgrounds/doctor.yaml +18 -0
  124. package/content/backgrounds/dream-prophet.yaml +18 -0
  125. package/content/backgrounds/electrician.yaml +18 -0
  126. package/content/backgrounds/emissary.yaml +18 -0
  127. package/content/backgrounds/gambler.yaml +18 -0
  128. package/content/backgrounds/gene-splicer.yaml +31 -0
  129. package/content/backgrounds/grifter.yaml +18 -0
  130. package/content/backgrounds/hacker.yaml +18 -0
  131. package/content/backgrounds/icon.yaml +18 -0
  132. package/content/backgrounds/laborer.yaml +18 -0
  133. package/content/backgrounds/miner.yaml +18 -0
  134. package/content/backgrounds/outlaw.yaml +18 -0
  135. package/content/backgrounds/prisoner.yaml +18 -0
  136. package/content/backgrounds/raised-by-belief.yaml +39 -0
  137. package/content/backgrounds/recluse.yaml +18 -0
  138. package/content/backgrounds/scientist.yaml +18 -0
  139. package/content/backgrounds/smuggler.yaml +18 -0
  140. package/content/backgrounds/socialite.yaml +18 -0
  141. package/content/backgrounds/space-pirate.yaml +18 -0
  142. package/content/backgrounds/spacefarer.yaml +18 -0
  143. package/content/backgrounds/street-rat.yaml +18 -0
  144. package/content/backgrounds/teacher.yaml +31 -0
  145. package/content/backgrounds/tech-support.yaml +18 -0
  146. package/content/backgrounds/timelost.yaml +16 -0
  147. package/content/backgrounds/trooper.yaml +19 -0
  148. package/content/backgrounds/vidgamer.yaml +18 -0
  149. package/content/boosts/cha.yaml +5 -0
  150. package/content/boosts/con.yaml +5 -0
  151. package/content/boosts/dex.yaml +5 -0
  152. package/content/boosts/int.yaml +5 -0
  153. package/content/boosts/str.yaml +5 -0
  154. package/content/boosts/wis.yaml +5 -0
  155. package/content/classes/envoy.yaml +127 -0
  156. package/content/classes/mystic/connections/akashic.yaml +101 -0
  157. package/content/classes/mystic/connections/elemental.yaml +102 -0
  158. package/content/classes/mystic/connections/healing.yaml +101 -0
  159. package/content/classes/mystic/connections/rhythm.yaml +98 -0
  160. package/content/classes/mystic/connections/shadow.yaml +98 -0
  161. package/content/classes/mystic.yaml +115 -0
  162. package/content/classes/operative.yaml +206 -0
  163. package/content/classes/solarian.yaml +115 -0
  164. package/content/classes/soldier.yaml +116 -0
  165. package/content/classes/witchwarper/anchors/core-memories.yaml +257 -0
  166. package/content/classes/witchwarper/anchors/focal-point.yaml +31 -0
  167. package/content/classes/witchwarper/anchors/tangible-object.yaml +31 -0
  168. package/content/classes/witchwarper/paradoxes/analyst.yaml +101 -0
  169. package/content/classes/witchwarper/paradoxes/anomaly.yaml +101 -0
  170. package/content/classes/witchwarper/paradoxes/lost-history.yaml +101 -0
  171. package/content/classes/witchwarper/paradoxes/precog.yaml +101 -0
  172. package/content/classes/witchwarper.yaml +128 -0
  173. package/content/conditions/blinded.yaml +8 -0
  174. package/content/conditions/clumsy.yaml +8 -0
  175. package/content/conditions/concealed.yaml +4 -0
  176. package/content/conditions/confused.yaml +4 -0
  177. package/content/conditions/controlled.yaml +2 -0
  178. package/content/conditions/dazzled.yaml +4 -0
  179. package/content/conditions/deafened.yaml +8 -0
  180. package/content/conditions/doomed.yaml +4 -0
  181. package/content/conditions/drained.yaml +12 -0
  182. package/content/conditions/dying.yaml +6 -0
  183. package/content/conditions/encumbered.yaml +4 -0
  184. package/content/conditions/enfeebled.yaml +8 -0
  185. package/content/conditions/fascinated.yaml +8 -0
  186. package/content/conditions/fatigued.yaml +8 -0
  187. package/content/conditions/fleeing.yaml +2 -0
  188. package/content/conditions/frightened.yaml +12 -0
  189. package/content/conditions/glitching.yaml +40 -0
  190. package/content/conditions/grabbed.yaml +5 -0
  191. package/content/conditions/hidden.yaml +4 -0
  192. package/content/conditions/immobilized.yaml +4 -0
  193. package/content/conditions/invisible.yaml +4 -0
  194. package/content/conditions/off-guard.yaml +9 -0
  195. package/content/conditions/paralyzed.yaml +5 -0
  196. package/content/conditions/persistent-damage.yaml +33 -0
  197. package/content/conditions/petrified.yaml +2 -0
  198. package/content/conditions/prone.yaml +10 -0
  199. package/content/conditions/quickened.yaml +4 -0
  200. package/content/conditions/restrained.yaml +5 -0
  201. package/content/conditions/sickened.yaml +30 -0
  202. package/content/conditions/slowed.yaml +4 -0
  203. package/content/conditions/stunned.yaml +4 -0
  204. package/content/conditions/stupefied.yaml +14 -0
  205. package/content/conditions/suppressed.yaml +14 -0
  206. package/content/conditions/unconscious.yaml +21 -0
  207. package/content/conditions/untethered.yaml +5 -0
  208. package/content/conditions/wounded.yaml +4 -0
  209. package/content/consumables/10th-rank-spell-gem.yaml +9 -0
  210. package/content/consumables/1st-rank-spell-gem.yaml +9 -0
  211. package/content/consumables/2nd-rank-spell-gem.yaml +9 -0
  212. package/content/consumables/3rd-rank-spell-gem.yaml +9 -0
  213. package/content/consumables/4th-rank-spell-gem.yaml +9 -0
  214. package/content/consumables/5th-rank-spell-gem.yaml +9 -0
  215. package/content/consumables/6th-rank-spell-gem.yaml +9 -0
  216. package/content/consumables/7th-rank-spell-gem.yaml +9 -0
  217. package/content/consumables/8th-rank-spell-gem.yaml +9 -0
  218. package/content/consumables/9th-rank-spell-gem.yaml +9 -0
  219. package/content/consumables/abysium-ammunition-high-grade.yaml +4 -0
  220. package/content/consumables/abysium-ammunition-standard-grade.yaml +4 -0
  221. package/content/consumables/abysium-grenade-missile-high-grade.yaml +4 -0
  222. package/content/consumables/abysium-grenade-missile-standard-grade.yaml +4 -0
  223. package/content/consumables/adamantine-ammunition-high-grade.yaml +4 -0
  224. package/content/consumables/adamantine-ammunition-standard-grade.yaml +4 -0
  225. package/content/consumables/adamantine-grenade-missile-high-grade.yaml +4 -0
  226. package/content/consumables/adamantine-grenade-missile-standard-grade.yaml +4 -0
  227. package/content/consumables/advanced-glow-up-spell-amp.yaml +9 -0
  228. package/content/consumables/advanced-resist-energy-spell-amp.yaml +9 -0
  229. package/content/consumables/bone-serum.yaml +4 -0
  230. package/content/consumables/celebrity-serum.yaml +11 -0
  231. package/content/consumables/cellular-stimulant-spell-amp.yaml +9 -0
  232. package/content/consumables/cold-iron-ammunition-high-grade.yaml +4 -0
  233. package/content/consumables/cold-iron-ammunition-low-grade.yaml +4 -0
  234. package/content/consumables/cold-iron-ammunition-standard-grade.yaml +4 -0
  235. package/content/consumables/cold-iron-grenade-missile-high-grade.yaml +4 -0
  236. package/content/consumables/cold-iron-grenade-missile-low-grade.yaml +4 -0
  237. package/content/consumables/cold-iron-grenade-missile-standard-grade.yaml +4 -0
  238. package/content/consumables/commando-serum.yaml +4 -0
  239. package/content/consumables/commercial-cairn-form-spell-amp.yaml +9 -0
  240. package/content/consumables/commercial-glow-up-spell-amp.yaml +9 -0
  241. package/content/consumables/commercial-resist-energy-spell-amp.yaml +9 -0
  242. package/content/consumables/djezet-ammunition-high-grade.yaml +4 -0
  243. package/content/consumables/djezet-ammunition-standard-grade.yaml +4 -0
  244. package/content/consumables/djezet-grenade-missile-high-grade.yaml +4 -0
  245. package/content/consumables/djezet-grenade-missile-standard-grade.yaml +4 -0
  246. package/content/consumables/dull-yellow-ore-ammunition-high-grade.yaml +4 -0
  247. package/content/consumables/dull-yellow-ore-ammunition-standard-grade.yaml +4 -0
  248. package/content/consumables/dull-yellow-ore-grenade-missile-high-grade.yaml +4 -0
  249. package/content/consumables/dull-yellow-ore-grenade-missile-standard-grade.yaml +4 -0
  250. package/content/consumables/electromag-grenade-advanced.yaml +11 -0
  251. package/content/consumables/electromag-grenade-commercial.yaml +11 -0
  252. package/content/consumables/electromag-grenade-elite.yaml +11 -0
  253. package/content/consumables/electromag-grenade-paragon.yaml +11 -0
  254. package/content/consumables/electromag-grenade-superior.yaml +11 -0
  255. package/content/consumables/electromag-grenade-tactical.yaml +11 -0
  256. package/content/consumables/electromag-grenade-ultimate.yaml +11 -0
  257. package/content/consumables/feline-senses-spell-amp.yaml +9 -0
  258. package/content/consumables/flash-grenade-advanced.yaml +12 -0
  259. package/content/consumables/flash-grenade-commercial.yaml +12 -0
  260. package/content/consumables/flash-grenade-elite.yaml +12 -0
  261. package/content/consumables/flash-grenade-paragon.yaml +12 -0
  262. package/content/consumables/flash-grenade-superior.yaml +12 -0
  263. package/content/consumables/flash-grenade-tactical.yaml +12 -0
  264. package/content/consumables/flash-grenade-ultimate.yaml +12 -0
  265. package/content/consumables/fly-spell-amp.yaml +9 -0
  266. package/content/consumables/frag-grenade-advanced.yaml +11 -0
  267. package/content/consumables/frag-grenade-commercial.yaml +11 -0
  268. package/content/consumables/frag-grenade-elite.yaml +11 -0
  269. package/content/consumables/frag-grenade-paragon.yaml +11 -0
  270. package/content/consumables/frag-grenade-superior.yaml +11 -0
  271. package/content/consumables/frag-grenade-tactical.yaml +11 -0
  272. package/content/consumables/frag-grenade-ultimate.yaml +11 -0
  273. package/content/consumables/haste-spell-amp.yaml +9 -0
  274. package/content/consumables/hypopen-advanced.yaml +4 -0
  275. package/content/consumables/hypopen-commercial.yaml +4 -0
  276. package/content/consumables/hypopen-elite.yaml +4 -0
  277. package/content/consumables/hypopen-superior.yaml +4 -0
  278. package/content/consumables/hypopen-tactical.yaml +4 -0
  279. package/content/consumables/hypopen-ultimate.yaml +4 -0
  280. package/content/consumables/incendiary-grenade-advanced.yaml +11 -0
  281. package/content/consumables/incendiary-grenade-commercial.yaml +11 -0
  282. package/content/consumables/incendiary-grenade-elite.yaml +11 -0
  283. package/content/consumables/incendiary-grenade-paragon.yaml +11 -0
  284. package/content/consumables/incendiary-grenade-superior.yaml +11 -0
  285. package/content/consumables/incendiary-grenade-tactical.yaml +11 -0
  286. package/content/consumables/incendiary-grenade-ultimate.yaml +11 -0
  287. package/content/consumables/infiltrator-serum.yaml +17 -0
  288. package/content/consumables/invisibility-spell-amp.yaml +9 -0
  289. package/content/consumables/jump-spell-amp.yaml +9 -0
  290. package/content/consumables/medpatch-advanced.yaml +19 -0
  291. package/content/consumables/medpatch-commercial.yaml +12 -0
  292. package/content/consumables/medpatch-elite.yaml +19 -0
  293. package/content/consumables/medpatch-superior.yaml +19 -0
  294. package/content/consumables/medpatch-tactical.yaml +19 -0
  295. package/content/consumables/medpatch-ultimate.yaml +19 -0
  296. package/content/consumables/noqual-ammunition-high-grade.yaml +4 -0
  297. package/content/consumables/noqual-ammunition-standard-grade.yaml +4 -0
  298. package/content/consumables/noqual-grenade-missile-high-grade.yaml +4 -0
  299. package/content/consumables/noqual-grenade-missile-standard-grade.yaml +4 -0
  300. package/content/consumables/orichalcum-ammunition-high-grade.yaml +4 -0
  301. package/content/consumables/orichalcum-grenade-missile-high-grade.yaml +4 -0
  302. package/content/consumables/sharpshooter-serum-commercial.yaml +4 -0
  303. package/content/consumables/sharpshooter-serum-tactical.yaml +4 -0
  304. package/content/consumables/shimmerstone-ammunition-high-grade.yaml +4 -0
  305. package/content/consumables/shimmerstone-ammunition-standard-grade.yaml +4 -0
  306. package/content/consumables/shimmerstone-grenade-missile-high-grade.yaml +4 -0
  307. package/content/consumables/shimmerstone-grenade-missile-standard-grade.yaml +4 -0
  308. package/content/consumables/shimmerstone-serum.yaml +4 -0
  309. package/content/consumables/shrink-spell-amp.yaml +9 -0
  310. package/content/consumables/siccatite-ammunition-high-grade.yaml +4 -0
  311. package/content/consumables/siccatite-ammunition-standard-grade.yaml +4 -0
  312. package/content/consumables/siccatite-grenade-missile-high-grade.yaml +4 -0
  313. package/content/consumables/siccatite-grenade-missile-standard-grade.yaml +4 -0
  314. package/content/consumables/silver-ammunition-high-grade.yaml +4 -0
  315. package/content/consumables/silver-ammunition-low-grade.yaml +4 -0
  316. package/content/consumables/silver-ammunition-standard-grade.yaml +4 -0
  317. package/content/consumables/silver-grenade-missile-high-grade.yaml +4 -0
  318. package/content/consumables/silver-grenade-missile-low-grade.yaml +4 -0
  319. package/content/consumables/silver-grenade-missile-standard-grade.yaml +4 -0
  320. package/content/consumables/smoke-grenade-advanced.yaml +4 -0
  321. package/content/consumables/smoke-grenade-commercial.yaml +4 -0
  322. package/content/consumables/smoke-grenade-elite.yaml +4 -0
  323. package/content/consumables/smoke-grenade-paragon.yaml +4 -0
  324. package/content/consumables/smoke-grenade-superior.yaml +4 -0
  325. package/content/consumables/smoke-grenade-tactical.yaml +4 -0
  326. package/content/consumables/smoke-grenade-ultimate.yaml +4 -0
  327. package/content/consumables/sprayflesh.yaml +4 -0
  328. package/content/consumables/tactical-cairn-form-spell-amp.yaml +9 -0
  329. package/content/consumables/tactical-glow-up-spell-amp.yaml +9 -0
  330. package/content/consumables/tactical-resist-energy-spell-amp.yaml +9 -0
  331. package/content/crystals/cycling.yaml +5 -0
  332. package/content/crystals/gluon-advanced.yaml +13 -0
  333. package/content/crystals/gluon-commercial.yaml +13 -0
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  1949. package/content/weapons/doshko.yaml +12 -0
  1950. package/content/weapons/dueling-sword.yaml +13 -0
  1951. package/content/weapons/fangblade.yaml +13 -0
  1952. package/content/weapons/fist.yaml +11 -0
  1953. package/content/weapons/flamethrower.yaml +19 -0
  1954. package/content/weapons/flaming-blade.yaml +14 -0
  1955. package/content/weapons/force-needle.yaml +19 -0
  1956. package/content/weapons/forms/aerial-form/bat-fangs.yaml +13 -0
  1957. package/content/weapons/forms/aerial-form/bat-wing.yaml +13 -0
  1958. package/content/weapons/forms/aerial-form/bird-beak.yaml +13 -0
  1959. package/content/weapons/forms/aerial-form/bird-talon.yaml +13 -0
  1960. package/content/weapons/forms/aerial-form/pterosaur-beak.yaml +13 -0
  1961. package/content/weapons/forms/aerial-form/wasp-stinger.yaml +13 -0
  1962. package/content/weapons/forms/elemental-form/air-gust.yaml +13 -0
  1963. package/content/weapons/forms/elemental-form/earth-boulder.yaml +13 -0
  1964. package/content/weapons/forms/elemental-form/fire-tendril.yaml +13 -0
  1965. package/content/weapons/forms/elemental-form/metal-blade.yaml +13 -0
  1966. package/content/weapons/forms/elemental-form/water-wave.yaml +13 -0
  1967. package/content/weapons/forms/elemental-form/wood-branch.yaml +13 -0
  1968. package/content/weapons/forms/insect-form/ant-mandibles.yaml +13 -0
  1969. package/content/weapons/forms/insect-form/beetle-mandibles.yaml +13 -0
  1970. package/content/weapons/forms/insect-form/centipede-mandibles.yaml +13 -0
  1971. package/content/weapons/forms/insect-form/mantis-foreleg.yaml +13 -0
  1972. package/content/weapons/forms/insect-form/scorpion-pincer.yaml +13 -0
  1973. package/content/weapons/forms/insect-form/scorpion-stinger.yaml +13 -0
  1974. package/content/weapons/forms/insect-form/spider-fangs.yaml +13 -0
  1975. package/content/weapons/grindblade.yaml +13 -0
  1976. package/content/weapons/gyrojet-pistol.yaml +17 -0
  1977. package/content/weapons/hammer.yaml +13 -0
  1978. package/content/weapons/knife.yaml +14 -0
  1979. package/content/weapons/laser-pistol.yaml +17 -0
  1980. package/content/weapons/laser-rifle.yaml +17 -0
  1981. package/content/weapons/machine-gun.yaml +17 -0
  1982. package/content/weapons/magnetar-rifle.yaml +17 -0
  1983. package/content/weapons/nano-edge-rapier.yaml +13 -0
  1984. package/content/weapons/neural-lash.yaml +13 -0
  1985. package/content/weapons/pahtra-claw.yaml +11 -0
  1986. package/content/weapons/pahtra-jaws.yaml +11 -0
  1987. package/content/weapons/painglaive.yaml +13 -0
  1988. package/content/weapons/phase-cutlass.yaml +13 -0
  1989. package/content/weapons/plasma-cannon.yaml +19 -0
  1990. package/content/weapons/plasma-caster.yaml +18 -0
  1991. package/content/weapons/plasma-doshko.yaml +12 -0
  1992. package/content/weapons/plasma-sword.yaml +12 -0
  1993. package/content/weapons/polyglove.yaml +13 -0
  1994. package/content/weapons/pulse-gauntlet.yaml +19 -0
  1995. package/content/weapons/pulsecaster-pistol.yaml +17 -0
  1996. package/content/weapons/puzzleblade.yaml +12 -0
  1997. package/content/weapons/reaction-breacher.yaml +17 -0
  1998. package/content/weapons/rotating-pistol.yaml +17 -0
  1999. package/content/weapons/rotolaser.yaml +17 -0
  2000. package/content/weapons/scattergun.yaml +19 -0
  2001. package/content/weapons/screamer.yaml +19 -0
  2002. package/content/weapons/seeker-rifle.yaml +18 -0
  2003. package/content/weapons/semi-auto-pistol.yaml +17 -0
  2004. package/content/weapons/shield-bash.yaml +12 -0
  2005. package/content/weapons/shirren-eye-rifle.yaml +19 -0
  2006. package/content/weapons/shock-pad.yaml +12 -0
  2007. package/content/weapons/shock-truncheon.yaml +12 -0
  2008. package/content/weapons/shooting-starknife.yaml +15 -0
  2009. package/content/weapons/shuriken-drone.yaml +15 -0
  2010. package/content/weapons/singing-coil.yaml +20 -0
  2011. package/content/weapons/singing-spear.yaml +13 -0
  2012. package/content/weapons/solar-flare-dedication-graviton.yaml +11 -0
  2013. package/content/weapons/solar-flare-dedication-photon.yaml +11 -0
  2014. package/content/weapons/solar-flare-graviton.yaml +12 -0
  2015. package/content/weapons/solar-flare-photon.yaml +12 -0
  2016. package/content/weapons/solar-weapon.yaml +10 -0
  2017. package/content/weapons/sonic-rifle.yaml +18 -0
  2018. package/content/weapons/starfall-pistol.yaml +19 -0
  2019. package/content/weapons/stellar-cannon.yaml +19 -0
  2020. package/content/weapons/stomachmouth-jaws.yaml +11 -0
  2021. package/content/weapons/streetsweeper.yaml +18 -0
  2022. package/content/weapons/tailblade.yaml +11 -0
  2023. package/content/weapons/talon.yaml +13 -0
  2024. package/content/weapons/thermal-dynafan.yaml +20 -0
  2025. package/content/weapons/vesk-claw.yaml +11 -0
  2026. package/content/weapons/vesk-jaws.yaml +11 -0
  2027. package/content/weapons/vesk-tail.yaml +11 -0
  2028. package/content/weapons/ysoki-jaws.yaml +11 -0
  2029. package/content/weapons/zero-cannon.yaml +19 -0
  2030. package/content/weapons/zero-knife.yaml +13 -0
  2031. package/content/weapons/zero-pistol.yaml +17 -0
  2032. package/content/worn/aeon-stone-guiding.yaml +4 -0
  2033. package/content/worn/aeon-stone-life-giving.yaml +4 -0
  2034. package/content/worn/aeon-stone-navigating.yaml +10 -0
  2035. package/content/worn/aeon-stone-projecting.yaml +4 -0
  2036. package/content/worn/aeon-stone-uplifting.yaml +10 -0
  2037. package/content/worn/akashic-lens-advanced.yaml +10 -0
  2038. package/content/worn/akashic-lens-commercial.yaml +10 -0
  2039. package/content/worn/akashic-lens-tactical.yaml +10 -0
  2040. package/content/worn/antigrav-harness-advanced.yaml +10 -0
  2041. package/content/worn/antigrav-harness-commercial.yaml +10 -0
  2042. package/content/worn/antigrav-harness-tactical.yaml +10 -0
  2043. package/content/worn/duo-enhancers.yaml +4 -0
  2044. package/content/worn/hardlight-handwraps-advanced.yaml +4 -0
  2045. package/content/worn/hardlight-handwraps-commercial.yaml +4 -0
  2046. package/content/worn/hardlight-handwraps-elite.yaml +4 -0
  2047. package/content/worn/hardlight-handwraps-paragon.yaml +4 -0
  2048. package/content/worn/hardlight-handwraps-superior.yaml +4 -0
  2049. package/content/worn/hardlight-handwraps-tactical.yaml +4 -0
  2050. package/content/worn/hardlight-handwraps-ultimate.yaml +4 -0
  2051. package/content/worn/null-space-chamber-advanced.yaml +4 -0
  2052. package/content/worn/null-space-chamber-commercial.yaml +4 -0
  2053. package/content/worn/null-space-chamber-superior.yaml +4 -0
  2054. package/content/worn/null-space-chamber-tactical.yaml +4 -0
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  2056. package/dist/i18n/en.js +2 -0
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  2058. package/dist/index.d.ts +3 -0
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  2060. package/dist/release.json +178039 -0
  2061. package/i18n/en/ancestries.yaml +189 -0
  2062. package/i18n/en/ancestry-feats.yaml +519 -0
  2063. package/i18n/en/archetypes.yaml +258 -0
  2064. package/i18n/en/armor.yaml +152 -0
  2065. package/i18n/en/backgrounds.yaml +165 -0
  2066. package/i18n/en/core.yaml +852 -0
  2067. package/i18n/en/envoy.yaml +230 -0
  2068. package/i18n/en/equipment-more.yaml +718 -0
  2069. package/i18n/en/feats-general.yaml +644 -0
  2070. package/i18n/en/gear.yaml +237 -0
  2071. package/i18n/en/mystic.yaml +235 -0
  2072. package/i18n/en/names.yaml +25 -0
  2073. package/i18n/en/operative.yaml +226 -0
  2074. package/i18n/en/sf-core.yaml +172 -0
  2075. package/i18n/en/skills.yaml +288 -0
  2076. package/i18n/en/solarian.yaml +414 -0
  2077. package/i18n/en/soldier.yaml +172 -0
  2078. package/i18n/en/spells.yaml +2893 -0
  2079. package/i18n/en/tags.yaml +130 -0
  2080. package/i18n/en/types.yaml +346 -0
  2081. package/i18n/en/weapons.yaml +178 -0
  2082. package/i18n/en/witchwarper.yaml +233 -0
  2083. package/i18n/en.yaml +518 -0
  2084. package/pack.yaml +28 -0
  2085. package/package.json +57 -3
  2086. package/rules/advancement.yaml +37 -0
  2087. package/rules/afflictions.yaml +174 -0
  2088. package/rules/ancestry-feats.yaml +50 -0
  2089. package/rules/archetype-feats.yaml +64 -0
  2090. package/rules/archetype-spellcasting.yaml +193 -0
  2091. package/rules/archetypes.yaml +142 -0
  2092. package/rules/battle-forms.yaml +32 -0
  2093. package/rules/building.yaml +82 -0
  2094. package/rules/checks.yaml +172 -0
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  2096. package/rules/class-traits.yaml +8 -0
  2097. package/rules/conditions.yaml +213 -0
  2098. package/rules/core.yaml +67 -0
  2099. package/rules/creation.yaml +147 -0
  2100. package/rules/defenses.yaml +75 -0
  2101. package/rules/effects.yaml +33 -0
  2102. package/rules/envoy.yaml +10 -0
  2103. package/rules/equipment.yaml +581 -0
  2104. package/rules/feat-traits.yaml +12 -0
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  2106. package/rules/general-feats.yaml +12 -0
  2107. package/rules/heritages.yaml +19 -0
  2108. package/rules/hero-points.yaml +6 -0
  2109. package/rules/layout.yaml +269 -0
  2110. package/rules/magic-items.yaml +151 -0
  2111. package/rules/mystic.yaml +36 -0
  2112. package/rules/operative.yaml +33 -0
  2113. package/rules/rituals.yaml +101 -0
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  2115. package/rules/skill-actions-athletics.yaml +589 -0
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  2117. package/rules/skill-actions-sf.yaml +147 -0
  2118. package/rules/skill-actions-social.yaml +457 -0
  2119. package/rules/skill-actions-stealth.yaml +483 -0
  2120. package/rules/skill-actions.yaml +504 -0
  2121. package/rules/skills.yaml +3201 -0
  2122. package/rules/solarian.yaml +36 -0
  2123. package/rules/soldier.yaml +31 -0
  2124. package/rules/spellcasting.yaml +1216 -0
  2125. package/rules/spells-high.yaml +17 -0
  2126. package/rules/strikes.yaml +818 -0
  2127. package/rules/tags.yaml +159 -0
  2128. package/rules/traits.yaml +35 -0
  2129. package/rules/treasure.yaml +342 -0
  2130. package/rules/upgrades.yaml +41 -0
  2131. package/rules/witchwarper.yaml +20 -0
@@ -0,0 +1,2893 @@
1
+ spells.absolute-zero.name: Absolute Zero
2
+ spells.animal-form.name: Animal Form
3
+ spells.everlight.description: '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.'
4
+ spells.everlight.name: Everlight
5
+ spells.execute.name: Execute
6
+ spells.explosion-of-rot.name: Explosion of Rot
7
+ spells.fabricated-truth.name: Fabricated Truth
8
+ spells.falling-stars.description: |-
9
+ Four stars fall within range, in 40-foot bursts whose central 10-foot bursts can't overlap. Choose airbursts (sonic), asteroids (fire), comets (cold) or plasma (electricity); the spell gains that trait. Each star deals 6d10 bludgeoning damage to creatures in its central burst, then 14d6 damage of the chosen type to creatures in its whole burst. A creature attempts one basic Reflex save however many areas it is in, and takes each type of damage only once.
10
+
11
+ **Heightened (+1)** The bludgeoning damage increases by 1d10 and the energy damage by 2d6.
12
+ spells.falling-stars.name: Falling Stars
13
+ spells.false-vision.name: False Vision
14
+ spells.false-vitality.name: False Vitality
15
+ spells.fear.name: Fear
16
+ spells.feline-senses.name: Feline Senses
17
+ spells.field-of-life.description: |-
18
+ Life energy fills the area. Each living creature that starts its turn there regains 1d8 Hit Points, and each undead creature that starts its turn there takes 1d8 vitality damage.
19
+
20
+ **Heightened (8th)** 1d10.
21
+
22
+ **Heightened (9th)** 1d12.
23
+ spells.field-of-life.name: Field of Life
24
+ spells.ant-haul.name: Ant Haul
25
+ spells.figment.name: Figment
26
+ spells.fire-shield.name: Fire Shield
27
+ spells.fireball.name: Fireball
28
+ spells.fleet-step.name: Fleet Step
29
+ spells.flicker.name: Flicker
30
+ spells.floating-flame.name: Floating Flame
31
+ spells.fly.name: Fly
32
+ spells.forbidding-ward.description: |-
33
+ 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.
34
+
35
+ **Heightened (6th)** The bonus increases to +2.
36
+ spells.forbidding-ward.name: Forbidding Ward
37
+ spells.force-barrage.name: Force Barrage
38
+ spells.foresight.name: Foresight
39
+ spells.arctic-rift.description: |-
40
+ A jagged rift opens in the air along the line, drawing away warmth: 12d8 cold damage by each creature's Fortitude save.
41
+
42
+ **Critical Success** The creature is unaffected.
43
+
44
+ **Success** Half damage.
45
+
46
+ **Failure** Full damage, and slowed 1 until the start of your next turn.
47
+
48
+ **Critical Failure** Double damage; ice immobilizes it, and it is slowed 1 while immobilized. The ice is an object with 60 HP, Hardness 5, immunity to cold and weakness 10 to fire, destroyed if the creature Escapes.
49
+
50
+ **Heightened (+1)** The damage increases by 1d8 and the ice's HP by 5.
51
+ spells.arctic-rift.name: Arctic Rift
52
+ spells.freeze-time.description: "You stop time for everything but yourself. Right after casting, you can use up to 9 actions in 3 sets of up to 3; after each set, 1 round passes, but only for you, effects targeting or affecting you, and effects you create during the stop. Every other creature and object is invulnerable to you, and you can't target or affect them. When you finish, time flows again; an effect you created that lasts beyond the stop, such as wall of fire, affects others again at once, without the effects that happen only when it is cast."
53
+ spells.freeze-time.name: Freeze Time
54
+ spells.frostbite.description: |-
55
+ 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.
56
+
57
+ **Heightened (+1)** The damage increases by 1d4 and the weakness by 1.
58
+ spells.frostbite.name: Frostbite
59
+ spells.gate.description: 'You tear open a vertical, circular portal of 40-foot radius to another plane, which creatures can cross both ways. It opens where you choose on the destination plane, if you know clearly where that place is and what it looks like. A deity or similarly powerful being can keep a gate from opening into or out of its realm.'
60
+ spells.gate.name: Gate
61
+ spells.genetic-regeneration.name: Genetic Regeneration
62
+ spells.gentle-landing.name: Gentle Landing
63
+ spells.ghostly-carrier.name: Ghostly Carrier
64
+ spells.ghost-killer-weapon.name: Ghost Killer Weapon
65
+ spells.glow-up.name: Glow Up
66
+ spells.gouging-claw.description: |-
67
+ 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.
68
+
69
+ **Heightened (+1)** The damage increases by 1d6 and the persistent bleed damage by 1.
70
+ spells.gouging-claw.name: Gouging Claw
71
+ spells.gravity-field.name: Gravity Field
72
+ spells.atomic-blast.name: Atomic Blast
73
+ spells.grease.description: |-
74
+ You cover an area or an object with grease.
75
+
76
+ - **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).
77
+ - **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.
78
+ spells.grease.name: Grease
79
+ spells.grim-tendrils.name: Grim Tendrils
80
+ spells.guidance.description: '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.'
81
+ spells.guidance.name: Guidance
82
+ spells.gust-of-wind.name: Gust of Wind
83
+ spells.hallucination.description: |-
84
+ The target perceives one thing as another, fails to perceive something that is there, or perceives something that isn't, as you choose and detail. Its beliefs don't change. It can attempt a Will save when you cast the spell, and again to disbelieve each time it Seeks or directly interacts with the hallucination (with a large circumstance bonus where the GM sees fit).
85
+
86
+ **Critical Success** The creature is unaffected.
87
+
88
+ **Success** It perceives what you chose until it disbelieves, but knows it is a hallucination.
89
+
90
+ **Failure** It perceives what you chose until it disbelieves.
91
+
92
+ **Critical Failure** As failure, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve.
93
+
94
+ **Heightened (6th)** Either target up to 10 creatures, or make the duration until your next daily preparations.
95
+
96
+ **Heightened (8th)** Either target any number of creatures, or make the duration unlimited.
97
+ spells.hallucination.name: Hallucination
98
+ spells.harm.description: |-
99
+ 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:
100
+
101
+ - **1 action** (manipulate): range touch, one target.
102
+ - **2 actions** (concentrate, manipulate): range 30 feet, one target; healing an undead creature restores 8 more Hit Points.
103
+ - **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.
104
+
105
+ **Heightened (+1)** The damage or healing increases by 1d8, and the 2-action version's extra healing by 8.
106
+ spells.harm.name: Harm
107
+ spells.haste.name: Haste
108
+ spells.heal.description: |-
109
+ 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:
110
+
111
+ - **1 action** (manipulate): range touch, one target.
112
+ - **2 actions** (concentrate, manipulate): range 30 feet, one target; healing a living creature restores 8 more Hit Points.
113
+ - **3 actions** (concentrate, manipulate): every living and undead creature in a 30-foot emanation.
114
+
115
+ **Heightened (+1)** The healing or damage increases by 1d8, and the 2-action version's extra healing by 8.
116
+ spells.heal.name: Heal
117
+ spells.heroism.description: |-
118
+ The target gains a +1 status bonus to attack rolls, Perception checks, saving throws and skill checks.
119
+
120
+ **Heightened (6th)** The bonus is +2.
121
+
122
+ **Heightened (9th)** The bonus is +3.
123
+ spells.heroism.name: Heroism
124
+ spells.holographic-memory.name: Holographic Memory
125
+ spells.augury.description: '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.'
126
+ spells.augury.name: Augury
127
+ spells.holy-light.description: |-
128
+ 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.
129
+
130
+ **Critical Success** The target takes double damage.
131
+
132
+ **Success** The target takes full damage.
133
+
134
+ If the light passes through magical darkness or targets a creature affected by it, it attempts to counteract the darkness.
135
+
136
+ **Heightened (+1)** The fire damage increases by 2d6, and the spirit damage against unholy creatures by 2d6.
137
+ spells.holy-light.name: Holy Light
138
+ spells.honeyed-words.name: Honeyed Words
139
+ spells.howl.name: Howl
140
+ spells.howling-blizzard.name: Howling Blizzard
141
+ spells.humanoid-form.description: |-
142
+ 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.
143
+
144
+ **Heightened (3rd)** You gain darkvision or low-light vision if the form has it.
145
+
146
+ **Heightened (5th)** You can look like a Large humanoid, and gain enlarge's effects if you grow.
147
+ spells.humanoid-form.name: Humanoid Form
148
+ spells.hydraulic-push.name: Hydraulic Push
149
+ spells.hydraulic-torrent.name: Hydraulic Torrent
150
+ spells.hypercognition.name: Hypercognition
151
+ spells.hypnotize.name: Hypnotize
152
+ spells.ignition.name: Ignition
153
+ spells.avatar.name: Avatar
154
+ spells.ill-omen.name: Ill Omen
155
+ spells.illusory-creature.description: |-
156
+ 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.
157
+
158
+ **Heightened (+1)** The damage increases by 1d4, and the creature can be one size larger (up to Gargantuan).
159
+ spells.illusory-creature.name: Illusory Creature
160
+ spells.illusory-disguise.name: Illusory Disguise
161
+ spells.illusory-object.description: |-
162
+ 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.
163
+
164
+ **Heightened (2nd)** The image makes sounds and smells and feels right to the touch (the auditory and olfactory traits), and lasts 1 hour.
165
+
166
+ **Heightened (5th)** As 2nd, and it lasts indefinitely.
167
+ spells.illusory-object.name: Illusory Object
168
+ spells.illusory-scene.description: |-
169
+ You create a scene of up to 10 creatures or objects within the area, with fitting sounds, smells and textures. They can't speak and have no combat abilities, and the scene doesn't change the surrounding environment. The scene can be static (with natural movement such as rustling) or follow a program up to 1 minute long that repeats; anyone watching for more than a few minutes almost always notices the loop, and you can't change the program later. A creature that touches part of it or Seeks to examine it can attempt to disbelieve that part, and disbelieves the whole scene only on a critical success.
170
+
171
+ **Heightened (6th)** The scene's figures can speak lines you set when you create the program, in voices not your own.
172
+
173
+ **Heightened (8th)** As 6th rank, and the duration is unlimited.
174
+ spells.illusory-scene.name: Illusory Scene
175
+ spells.impaling-spike.name: Impaling Spike
176
+ spells.implant-data.name: Implant Data
177
+ spells.implosion.name: Implosion
178
+ spells.indestructibility.description: 'You step outside cause and effect. Until the spell ends, no effect or damage can harm you, except from artifacts, deific power and the like. You can let anything you are willing to have affect you do so.'
179
+ spells.indestructibility.name: Indestructibility
180
+ spells.infuse-vitality.name: Infuse Vitality
181
+ spells.bane.description: "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."
182
+ spells.bane.name: Bane
183
+ spells.inject-nanobots.name: Inject Nanobots
184
+ spells.injury-echo.name: Injury Echo
185
+ spells.insect-form.name: Insect Form
186
+ spells.instant-virus.name: Instant Virus
187
+ spells.interplanar-teleport.name: Interplanar Teleport
188
+ spells.invisibility.name: Invisibility
189
+ spells.irradiate.name: Irradiate
190
+ spells.jump.name: Jump
191
+ spells.knock.name: Knock
192
+ spells.laughing-fit.name: Laughing Fit
193
+ spells.banishment.name: Banishment
194
+ spells.levitate.name: Levitate
195
+ spells.life-seal.name: Life Seal
196
+ spells.light.name: Light
197
+ spells.lightning-bolt.name: Lightning Bolt
198
+ spells.locate.description: |-
199
+ 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.
200
+
201
+ **Heightened (5th)** You can target a specific creature or ancestry you have met or seen up close.
202
+ spells.locate.name: Locate
203
+ spells.lock.description: |-
204
+ 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.
205
+
206
+ **Heightened (2nd)** It lasts indefinitely, at an additional cost of 6 gp of precious metals.
207
+ spells.lock.name: Lock
208
+ spells.logic-bomb.name: Logic Bomb
209
+ spells.magic-passage.description: |-
210
+ You open a visible tunnel through a wooden, plaster or stone wall, up to 10 feet deep. Even a thin layer of metal stops the spell. The structure stays sound, and anyone inside when the spell ends is shunted to the nearest exit.
211
+
212
+ **Heightened (7th)** The tunnel can be 20 feet deep, and its entrance looks like ordinary wall (unless seen through truesight or the like) and acts as one, though you can set a password or trigger to let creatures in.
213
+ spells.magic-passage.name: Magic Passage
214
+ spells.manifestation.description: 'You shape the fundaments of magic into the effect of another spell: a spell of 9th rank or lower of the tradition you cast manifestation from, or of 7th rank or lower from any tradition. Normally it must be common or one you have access to, though the GM may allow more.'
215
+ spells.manifestation.name: Manifestation
216
+ spells.mask-of-terror.name: Mask of Terror
217
+ spells.battle-sonata.name: Battle Sonata
218
+ spells.massacre.description: |-
219
+ A wave of death sweeps the line. Each living creature of 17th level or lower in it attempts a Fortitude save; a creature this damage reduces to 0 HP dies at once. If massacre kills no one, the void energy turns back, dealing 30 more void damage to every living creature in the line (whatever its level) and 30 void damage to you.
220
+
221
+ **Critical Success** The creature is unaffected.
222
+
223
+ **Success** 9d6 void damage.
224
+
225
+ **Failure** 100 void damage.
226
+
227
+ **Critical Failure** The creature dies.
228
+
229
+ **Heightened (10th)** Living creatures up to 19th level; 10d6 on a success and 115 on a failure.
230
+ spells.massacre.name: Massacre
231
+ spells.measure.name: Measure
232
+ spells.mending.name: Mending
233
+ spells.message.description: |-
234
+ 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.
235
+
236
+ **Heightened (3rd)** The range increases to 500 feet.
237
+ spells.message.name: Message
238
+ spells.metamorphosis.name: Metamorphosis
239
+ spells.mind-probe.description: |-
240
+ You sift through the target's memories and knowledge unless it fends you off with a Will save.
241
+
242
+ **Success** The target is unaffected.
243
+
244
+ **Failure** Each round, you can Sustain the spell to ask a new question. The target attempts a Deception check against your spell DC: on a success you don't learn the answer, and on a critical success it gives a false answer you believe. Asking the same question again, even in another casting, gets the same result.
245
+
246
+ **Critical Failure** As failure, and the target takes a –4 circumstance penalty to its Deception checks against your questions.
247
+ spells.mind-probe.name: Mind Probe
248
+ spells.mind-reading.name: Mind Reading
249
+ spells.mind-skewer.name: Mind Skewer
250
+ spells.mindlink.name: Mindlink
251
+ spells.mislead.name: Mislead
252
+ spells.bind-undead.name: Bind Undead
253
+ spells.mist.description: 'A cloud of mist fills the area: creatures inside are concealed, and creatures outside are concealed to those inside. You can Dismiss it.'
254
+ spells.mist.name: Mist
255
+ spells.moment-of-renewal.description: "The targets get a day's recovery in an instant. Harmful effects that would end within 24 hours end (spells on them keep their durations), and they regain Hit Points and recover from conditions as after 24 hours of rest, without new daily preparations or other benefits of rest. They are then temporarily immune for 1 day."
256
+ spells.moment-of-renewal.name: Moment of Renewal
257
+ spells.monstrosity-form.name: Monstrosity Form
258
+ spells.motivating-ringtone.name: Motivating Ringtone
259
+ spells.mountain-resilience.name: Mountain Resilience
260
+ spells.mystic-armor.name: Mystic Armor
261
+ spells.nature-incarnate.name: Nature Incarnate
262
+ spells.natures-pathway.name: "Nature's Pathway"
263
+ spells.never-mind.name: Never Mind
264
+ spells.new-game.name: New Game
265
+ spells.acid-grip.description: |-
266
+ 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.
267
+
268
+ **Critical Success** The creature is unaffected.
269
+
270
+ **Success** The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction you choose.
271
+
272
+ **Failure** The creature takes full damage and the persistent damage, and is moved up to 10 feet.
273
+
274
+ **Critical Failure** The creature takes double damage and the full persistent damage, and is moved up to 20 feet.
275
+
276
+ **Heightened (+2)** The initial damage increases by 2d8 and the persistent damage by 1d6.
277
+ spells.acid-grip.name: Acid Grip
278
+ spells.blazing-bolt.description: |-
279
+ 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.
280
+
281
+ **Heightened (+1)** The damage increases by 1d6 for 1 action, or 2d6 for 2 or 3 actions.
282
+ spells.blazing-bolt.name: Blazing Bolt
283
+ spells.nightmare.name: Nightmare
284
+ spells.noise-blast.name: Noise Blast
285
+ spells.oaken-resilience.name: Oaken Resilience
286
+ spells.one-with-plants.description: |-
287
+ 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.
288
+
289
+ - **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.
290
+ - **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.
291
+ spells.one-with-plants.name: One with Plants
292
+ spells.one-with-stone.name: One with Stone
293
+ spells.outcasts-curse.description: |-
294
+ You curse the target with an off-putting, abrasive presence.
295
+
296
+ **Critical Success** The target is unaffected.
297
+
298
+ **Success** For 10 minutes, the target rolls twice and takes the worse result on Deception, Diplomacy, Intimidation and Performance checks, and creatures it meets start one attitude step worse toward it.
299
+
300
+ **Failure** As success, but permanent.
301
+
302
+ **Critical Failure** As failure, and new creatures start two attitude steps worse toward it.
303
+ spells.outcasts-curse.name: "Outcast's Curse"
304
+ spells.overheat.name: Overheat
305
+ spells.overload-systems.name: Overload Systems
306
+ spells.paralyze.name: Paralyze
307
+ spells.paranoia.description: |-
308
+ The target sees every creature as a threat; it attempts a Will save.
309
+
310
+ **Critical Success** The target is unaffected.
311
+
312
+ **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.
313
+
314
+ **Failure** As success, for 1 minute.
315
+
316
+ **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.
317
+
318
+ **Heightened (6th)** You can target up to 5 creatures.
319
+ spells.paranoia.name: Paranoia
320
+ spells.bless.description: '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.'
321
+ spells.bless.name: Bless
322
+ spells.peaceful-bubble.name: Peaceful Bubble
323
+ spells.peaceful-rest.name: Peaceful Rest
324
+ spells.personal-gravity.name: Personal Gravity
325
+ spells.pest-form.name: Pest Form
326
+ spells.petrify.description: |-
327
+ The target's body begins to turn to stone.
328
+
329
+ **Critical Success** The target is unaffected.
330
+
331
+ **Success** Slowed 1 for 1 round.
332
+
333
+ **Failure** Slowed 1, and it attempts a Fortitude save (with the incapacitation trait) at the end of each of its turns: a failure raises slowed by 1 (2 on a critical failure), a success lowers it by 1. When the slowed condition leaves it unable to act, it becomes a statue, permanently petrified; if the slowed condition is removed, the stone flakes off and the spell ends.
334
+
335
+ **Critical Failure** As failure, but initially slowed 2.
336
+ spells.petrify.name: Petrify
337
+ spells.phantasmagoria.name: Phantasmagoria
338
+ spells.phantasmal-calamity.name: Phantasmal Calamity
339
+ spells.phantasmal-fleet.name: Phantasmal Fleet
340
+ spells.phantasmal-minion.name: Phantasmal Minion
341
+ spells.phantom-pain.name: Phantom Pain
342
+ spells.blindness.description: |-
343
+ You blind the target by its Fortitude save; it is then temporarily immune for 1 minute.
344
+
345
+ **Critical Success** The target is unaffected.
346
+
347
+ **Success** The target is blinded until its next turn begins.
348
+
349
+ **Failure** The target is blinded for 1 minute.
350
+
351
+ **Critical Failure** The target is blinded permanently.
352
+ spells.blindness.name: Blindness
353
+ spells.pinpoint.description: "You learn exactly where the target is (building, community and country) and on which plane. You can target a creature only if you've seen it in person or have one of its significant belongings or a piece of its body, and an object only if you've touched it or have a fragment of it. The spell automatically overcomes protections against detection of lower rank."
354
+ spells.pinpoint.name: Pinpoint
355
+ spells.planar-palace.name: Planar Palace
356
+ spells.planar-seal.description: 'A visible barrier tries to counteract teleportation and planar travel into or out of the area, items that reach extradimensional spaces included, and any attempt to summon a creature into it (though a summoned creature can still leave when the summoning ends).'
357
+ spells.planar-seal.name: Planar Seal
358
+ spells.planar-tether.description: |-
359
+ You bind the target to its current plane. While the spell lasts, it tries to counteract any teleportation or planar travel that would move the target. Its duration depends on the target's Will save.
360
+
361
+ **Critical Success** The target is unaffected.
362
+
363
+ **Success** 1 minute.
364
+
365
+ **Failure** 10 minutes.
366
+
367
+ **Critical Failure** 1 hour.
368
+ spells.planar-tether.name: Planar Tether
369
+ spells.plant-form.name: Plant Form
370
+ spells.pocket-vacuum.name: Pocket Vacuum
371
+ spells.possession.description: |-
372
+ You send your mind and soul into the target's body to take control. You can choose a result more favorable to the target than its save. While you possess it, your own body is unconscious and can't wake normally, and you sense everything the target does. You can Dismiss the spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour (24 hours on a critical failure). If the spell ends in an encounter, you act just before the target.
373
+
374
+ **Critical Success** The target is unaffected.
375
+
376
+ **Success** You ride along in its body without control.
377
+
378
+ **Failure** You take partial control and have no turn of your own. At the start of each of its turns it saves again: on a failure you control it that turn, on a success it acts freely, and on a critical success it forces you out and the spell ends.
379
+
380
+ **Critical Failure** You possess it fully; it is controlled by you and can only watch.
381
+
382
+ **Heightened (9th)** The duration is 10 minutes, and your body can enter the creature's with you, protected while the spell lasts.
383
+ spells.possession.name: Possession
384
+ spells.prestidigitation.name: Prestidigitation
385
+ spells.project-image.name: Project Image
386
+ spells.promession.name: Promession
387
+ spells.blur.name: Blur
388
+ spells.protection.description: |-
389
+ The target gains a +1 status bonus to AC and saving throws.
390
+
391
+ **Heightened (3rd)** You can also extend the benefits to all your allies in a 10-foot emanation around the target.
392
+ spells.protection.name: Protection
393
+ spells.pummeling-rubble.name: Pummeling Rubble
394
+ spells.punishing-winds.description: 'A cyclone of violent winds and downdrafts fills the area. Flying creatures in it drop 40 feet, and any that ends its turn flying there drops 20 more. The area is greater difficult terrain for flying creatures and difficult terrain for those on the ground or climbing. A creature pushed into a surface by the winds takes falling damage. The outer edge of the cylinder is greater difficult terrain that holds creatures in: to cross it, a creature must succeed at an Athletics check or an Acrobatics check to Maneuver in Flight against your spell DC, and a failure ends its action (it can try again).'
395
+ spells.punishing-winds.name: Punishing Winds
396
+ spells.raise-dead.name: Raise Dead
397
+ spells.read-aura.name: Read Aura
398
+ spells.read-omens.description: 'Choose a goal, activity or event you expect within the next week. You receive a cryptic clue or piece of advice about it, often a rhyme or an omen.'
399
+ spells.read-omens.name: Read Omens
400
+ spells.recharge-weapon.name: Recharge Weapon
401
+ spells.regenerate.description: |-
402
+ The target gains regeneration 15, regaining 15 Hit Points at the start of each of its turns. While it has regeneration, Hit Point damage can't kill it and its dying condition can't rise to the value that would (most creatures stop at dying 3), though with wounded 4 or more it stays unconscious until its wounds are treated. Acid or fire damage turns the regeneration off until after the end of its next turn. Each time the regeneration heals it, it regrows one damaged or ruined organ, and while the spell lasts it can reattach a severed body part by holding it in place with an Interact action.
403
+
404
+ **Heightened (9th)** Regeneration 20.
405
+ spells.regenerate.name: Regenerate
406
+ spells.remake.name: Remake
407
+ spells.reorient.name: Reorient
408
+ spells.breath-of-life.texts.trigger: a living creature within range would die
409
+ spells.breath-of-life.description: |-
410
+ You keep the target from dying and restore 5d8 Hit Points to it. You can't use this against a death effect or an effect that leaves no remains.
411
+
412
+ **Heightened (+2)** The healing increases by 1d8.
413
+ spells.breath-of-life.name: Breath of Life
414
+ spells.repulsion.description: |-
415
+ An aura of any radius up to 40 feet keeps creatures back. A creature in it when you cast the spell, or that enters it, attempts a Will save once, keeping that result for this casting. The limits apply only when it moves toward you voluntarily; you moving closer doesn't make it move away.
416
+
417
+ **Critical Success** Its movement isn't limited.
418
+
419
+ **Success** Squares in the area are difficult terrain for it when it moves closer to you.
420
+
421
+ **Failure** It can't move closer to you within the area.
422
+ spells.repulsion.name: Repulsion
423
+ spells.resist-energy.name: Resist Energy
424
+ spells.retrocognition.name: Retrocognition
425
+ spells.revealing-light.description: |-
426
+ 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.
427
+
428
+ **Critical Success** The creature is unaffected.
429
+
430
+ **Success** The light affects it for 2 rounds.
431
+
432
+ **Failure** The light affects it for 1 minute.
433
+
434
+ **Critical Failure** The light affects it for 10 minutes.
435
+ spells.revealing-light.name: Revealing Light
436
+ spells.revival.description: "A burst of healing soothes the living and briefly rouses the recently slain. Living targets regain 10d8+40 Hit Points. Dead targets return to life temporarily, with raise dead's effects and limits, and with temporary Hit Points equal to the healing the living received but no normal Hit Points. They can't regain Hit Points or gain temporary Hit Points any other way, and when the spell ends they lose these and die. Revival can't revive creatures killed by disintegrate or a death effect, and doesn't affect undead."
437
+ spells.revival.name: Revival
438
+ spells.rewrite-memory.description: |-
439
+ You change the target's memories: erase one, sharpen one, alter one or add a false one.
440
+
441
+ **Critical Success** The target is unaffected and realizes you tried to alter its memory.
442
+
443
+ **Success** The target is unaffected and thinks the spell was something harmless, unless it identifies it.
444
+
445
+ **Failure** For the first 5 minutes, you can Sustain the spell once a round to change up to 6 seconds of memory, up to 5 continuous minutes in all. The changes last while the spell does; if the target leaves the range, you can't change more.
446
+
447
+ **Heightened (6th)** You can cast it on a willing target to permanently suppress all memory of one topic (described in 50 words or fewer), the gap filled with a vague haze.
448
+ spells.rewrite-memory.name: Rewrite Memory
449
+ spells.ricochet.name: Ricochet
450
+ spells.rocket-dash.name: Rocket Dash
451
+ spells.root-of-all-pain.name: Root of All Pain
452
+ spells.sanctuary.description: |-
453
+ 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.
454
+
455
+ **Critical Success** The spell ends.
456
+
457
+ **Success** The creature can make its attack, and any others against the target this turn.
458
+
459
+ **Failure** The creature can't attack the target, wastes the action, and can't attack it again this turn.
460
+
461
+ **Critical Failure** The creature wastes the action and can't attack the target for the rest of the spell.
462
+ spells.sanctuary.name: Sanctuary
463
+ spells.breathe-fire.name: Breathe Fire
464
+ spells.scan-environment.name: Scan Environment
465
+ spells.scouting-eye.description: 'You create an invisible floating eye, an inch across, at a spot you can see within 500 feet. It sees in all directions with your normal vision and shows you what it sees. The first time you Sustain the spell each round, you can move the eye 30 feet, seeing only ahead, or 10 feet, seeing all around. It can go any distance from you, but the spell ends if you and it are on different planes. You can Seek through it. Any damage destroys it and ends the spell.'
466
+ spells.scouting-eye.name: Scouting Eye
467
+ spells.scrying.description: |-
468
+ You spy on a creature as with clairvoyance, but the eye appears just above the target, and the view is too imprecise for teleport and the like. You choose the target by name or by touching one of its possessions or a piece of its body. The DC is 2 lower if you have never met it and 10 lower if you don't know who it is.
469
+
470
+ **Critical Success** The spell fails, and the target is temporarily immune for 1 week; it also glimpses you and learns your rough distance and direction.
471
+
472
+ **Success** The spell fails, and the target is temporarily immune for 1 day.
473
+
474
+ **Failure** The spell succeeds.
475
+
476
+ **Critical Failure** The spell succeeds, and the eye follows the target up to 60 feet per round.
477
+ spells.scrying.name: Scrying
478
+ spells.see-the-unseen.description: |-
479
+ 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.
480
+
481
+ **Heightened (5th)** It lasts 8 hours.
482
+ spells.see-the-unseen.name: See the Unseen
483
+ spells.seek-the-stars.name: Seek the Stars
484
+ spells.selective-invisibility.name: Selective Invisibility
485
+ spells.sending.description: 'You send a creature you know well a mental message of 25 words or fewer, and it can answer at once with a message of its own of 25 words or fewer.'
486
+ spells.sending.name: Sending
487
+ spells.shadow-blast.description: |-
488
+ You shape shadow-stuff into a blast of acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic or spirit damage (your choice), in a 30-foot cone, a 15-foot burst within 120 feet or a 50-foot line. Each creature in the area takes 6d8 damage of that type, with a basic Reflex or Will save (its choice).
489
+
490
+ **Heightened (+1)** The damage increases by 1d8.
491
+ spells.shadow-blast.name: Shadow Blast
492
+ spells.shape-stone.name: Shape Stone
493
+ spells.shape-wood.name: Shape Wood
494
+ spells.cairn-form.name: Cairn Form
495
+ spells.share-life.description: '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).'
496
+ spells.share-life.name: Share Life
497
+ spells.share-pain.name: Share Pain
498
+ spells.shatter.name: Shatter
499
+ spells.shield.name: Shield
500
+ spells.shifting-surge.name: Shifting Surge
501
+ spells.shrink.description: |-
502
+ 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.
503
+
504
+ **Heightened (6th)** You can target up to 10 creatures.
505
+ spells.shrink.name: Shrink
506
+ spells.sift-the-sphere.name: Sift the Sphere
507
+ spells.sigil.description: |-
508
+ 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.
509
+
510
+ **Heightened (3rd)** It fades after a month.
511
+
512
+ **Heightened (5th)** It fades after a year.
513
+
514
+ **Heightened (7th)** It never fades.
515
+ spells.sigil.name: Sigil
516
+ spells.silence.description: |-
517
+ 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.
518
+
519
+ **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.
520
+ spells.silence.name: Silence
521
+ spells.singularity-seed.name: Singularity Seed
522
+ spells.call-cosmos.name: Call Cosmos
523
+ spells.skim-data.name: Skim Data
524
+ spells.fiery-wings.name: Fiery Wings
525
+ spells.sleep.name: Sleep
526
+ spells.slice-reality.name: Slice Reality
527
+ spells.slow.name: Slow
528
+ spells.sonic-scream.name: Sonic Scream
529
+ spells.soothe.name: Soothe
530
+ spells.soul-surge.name: Soul Surge
531
+ spells.sound-body.name: Sound Body
532
+ spells.speak-with-animals.name: Speak with Animals
533
+ spells.calm.description: |-
534
+ You soothe creatures in the area into a nonviolent state; each attempts a Will save.
535
+
536
+ **Critical Success** The creature is unaffected.
537
+
538
+ **Success** The creature takes a –1 status penalty to attack rolls.
539
+
540
+ **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.
541
+
542
+ **Critical Failure** As failure, but hostility doesn't end the effect.
543
+ spells.calm.name: Calm
544
+ spells.speak-with-computers.name: Speak with Computers
545
+ spells.speak-with-plants.description: |-
546
+ 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.
547
+
548
+ **Heightened (4th)** It lasts 8 hours.
549
+ spells.speak-with-plants.name: Speak with Plants
550
+ spells.speak-with-stones.description: |-
551
+ You can question natural or worked stone and hear its answers, speaking with the spirits within it. Their outlook is colored by the stone's kind and the structure it belongs to, and differs enough from a human's that they notice different things; they best know who has touched them and what lies under or behind them.
552
+
553
+ **Heightened (6th)** The duration is 8 hours.
554
+ spells.speak-with-stones.name: Speak with Stones
555
+ spells.spirit-blast.description: |-
556
+ You strike the target's spirit with ethereal energy for 16d6 spirit damage with a basic Fortitude save.
557
+
558
+ **Heightened (+1)** The damage increases by 2d6.
559
+ spells.spirit-blast.name: Spirit Blast
560
+ spells.spirit-link.description: |-
561
+ 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.
562
+
563
+ **Heightened (+1)** The Hit Points transferred increase by 2.
564
+ spells.spirit-link.name: Spirit Link
565
+ spells.spiritual-armament.description: |-
566
+ 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.
567
+
568
+ **Heightened (+2)** The damage increases by 1d8.
569
+ spells.spiritual-armament.name: Spiritual Armament
570
+ spells.stabilize.description: 'The target loses the dying condition, though it stays unconscious at 0 Hit Points.'
571
+ spells.stabilize.name: Stabilize
572
+ spells.status.description: |-
573
+ 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.
574
+
575
+ **Heightened (4th)** The range is 30 feet, and you can target up to 10 creatures.
576
+ spells.status.name: Status
577
+ spells.stumble.name: Stumble
578
+ spells.stupefy.name: Stupefy
579
+ spells.carcinization.name: Carcinization
580
+ spells.subconscious-suggestion.name: Subconscious Suggestion
581
+ spells.subjective-reality.name: Subjective Reality
582
+ spells.suggestion.name: Suggestion
583
+ spells.summon-animal.name: Summon Animal
584
+ spells.summon-celestial.name: Summon Celestial
585
+ spells.summon-construct.name: Summon Construct
586
+ spells.summon-dragon.name: Summon Dragon
587
+ spells.summon-elemental.name: Summon Elemental
588
+ spells.summon-entity.name: Summon Entity
589
+ spells.summon-fey.name: Summon Fey
590
+ spells.adhere.name: Adhere
591
+ spells.cataclysm.description: 'You bring down a piece of every world-ending catastrophe at once on all creatures in the area, treating their resistances as 10 lower against it. Each attempts one basic Reflex save against all of it: acid rain (3d10 acid), an earthquake (3d10 bludgeoning to creatures on the ground), freezing wind (3d10 cold), lightning (3d10 electricity), beating winds (3d10 bludgeoning to flying creatures), a tsunami (3d10 bludgeoning, doubled for swimming creatures) and a wildfire (3d10 fire).'
592
+ spells.cataclysm.name: Cataclysm
593
+ spells.summon-fiend.name: Summon Fiend
594
+ spells.summon-giant.name: Summon Giant
595
+ spells.summon-instrument.description: |-
596
+ 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.
597
+
598
+ **Heightened (5th)** The instrument is a virtuoso instrument.
599
+ spells.summon-instrument.name: Summon Instrument
600
+ spells.summon-monitor.name: Summon Monitor
601
+ spells.summon-plant-or-fungus.name: Summon Plant or Fungus
602
+ spells.summon-robot.name: Summon Robot
603
+ spells.summon-undead.name: Summon Undead
604
+ spells.sunburst.description: |-
605
+ A globe of searing sunlight bursts in the area: 8d10 fire damage to every creature, plus 8d10 vitality damage to undead, by their Reflex saves. It tries to counteract magical darkness it overlaps.
606
+
607
+ **Critical Success** The creature is unaffected.
608
+
609
+ **Success** Half damage.
610
+
611
+ **Failure** Full damage.
612
+
613
+ **Critical Failure** Full damage, and permanently blinded.
614
+
615
+ **Heightened (+1)** The fire damage and the vitality damage to undead each increase by 1d10.
616
+ spells.sunburst.name: Sunburst
617
+ spells.supercharge-weapon.name: Supercharge Weapon
618
+ spells.sure-footing.name: Sure Footing
619
+ spells.caustic-blast.name: Caustic Blast
620
+ spells.sure-strike.name: Sure Strike
621
+ spells.synaptic-pulse.name: Synaptic Pulse
622
+ spells.tailwind.name: Tailwind
623
+ spells.talking-corpse.description: |-
624
+ The target corpse gains enough semblance of life to answer three questions from its body's memories (not its spirit). It must be mostly intact, with a mouth and throat; the more damaged it is, the more patchy its answers. The spell fails if it was cast on the corpse in the last week. The corpse can resist with a Will save using its statistics at death.
625
+
626
+ **Critical Success** It can lie or refuse, and its spirit haunts you for 24 hours, keeping you from resting.
627
+
628
+ **Success** It can give false answers or refuse.
629
+
630
+ **Failure** It must answer truthfully, though briefly, cryptically and repetitively, and can stall to run out the clock.
631
+
632
+ **Critical Failure** As failure, but its answers are more direct, and it takes a –2 status penalty to Deception checks to mislead you.
633
+ spells.talking-corpse.name: Talking Corpse
634
+ spells.tangle-vine.description: |-
635
+ A vine lashes out at the target. Make a spell attack against it.
636
+
637
+ **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.
638
+
639
+ **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.
640
+
641
+ **Failure** The target is unaffected.
642
+
643
+ **Heightened (2nd)** The effects last 2 rounds.
644
+
645
+ **Heightened (4th)** The effects last 1 minute.
646
+ spells.tangle-vine.name: Tangle Vine
647
+ spells.telekinetic-hand.description: |-
648
+ 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.
649
+
650
+ **Heightened (3rd)** You can target an unattended object of 1 Bulk or less.
651
+
652
+ **Heightened (5th)** The range is 60 feet, and you can target an unattended object of 1 Bulk or less.
653
+
654
+ **Heightened (7th)** The range is 60 feet, and you can target an unattended object of 2 Bulk or less.
655
+ spells.telekinetic-hand.name: Telekinetic Hand
656
+ spells.telekinetic-haul.name: Telekinetic Haul
657
+ spells.telekinetic-maneuver.description: 'You telekinetically Disarm, Reposition, Shove or Trip the target, rolling a spell attack instead of an Athletics check.'
658
+ spells.telekinetic-maneuver.name: Telekinetic Maneuver
659
+ spells.telekinetic-projectile.description: |-
660
+ 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.
661
+
662
+ **Heightened (+1)** The damage increases by 1d6.
663
+ spells.telekinetic-projectile.name: Telekinetic Projectile
664
+ spells.telekinetic-strangulation.name: Telekinetic Strangulation
665
+ spells.caustic-conversion.name: Caustic Conversion
666
+ spells.telekinetic-tantrum.name: Telekinetic Tantrum
667
+ spells.telepathy.name: Telepathy
668
+ spells.teleport.description: |-
669
+ You and the targets are carried instantly to any place within 100 miles that you can identify precisely, by where it lies from you and by how it looks. False knowledge of its appearance usually makes the spell fail, or may lead to a mishap or an unwanted destination as the GM decides. You arrive about 1 percent of the distance traveled off target, in a direction the GM chooses.
670
+
671
+ **Heightened (7th)** Anywhere within 1,000 miles.
672
+
673
+ **Heightened (8th)** Anywhere on the same planet; past 1,000 miles, you arrive only 10 miles off target.
674
+
675
+ **Heightened (9th)** Anywhere on another planet in the same solar system; with accurate knowledge of the place, you arrive 100 miles off target.
676
+
677
+ **Heightened (10th)** As 9th rank, but any planet in the same galaxy.
678
+ spells.teleport.name: Teleport
679
+ spells.temporal-bullets.name: Temporal Bullets
680
+ spells.thunderstrike.name: Thunderstrike
681
+ spells.times-edge.name: "Time's Edge"
682
+ spells.toxic-cloud.name: Toxic Cloud
683
+ spells.translate.description: |-
684
+ 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.
685
+
686
+ **Heightened (3rd)** The target can also speak the language.
687
+
688
+ **Heightened (4th)** You can target up to 10 creatures, and they can speak the language.
689
+ spells.translate.name: Translate
690
+ spells.translocate.name: Translocate
691
+ spells.true-target.name: True Target
692
+ spells.cellular-stimulant.name: Cellular Stimulant
693
+ spells.truesight.name: Truesight
694
+ spells.truespeech.description: |-
695
+ The target understands all words in any language and can speak other creatures' languages: each time it speaks, it can choose a creature and speak in a language that creature understands, even without knowing which language it is.
696
+
697
+ **Heightened (7th)** The duration is 8 hours.
698
+ spells.truespeech.name: Truespeech
699
+ spells.uncontrollable-dance.name: Uncontrollable Dance
700
+ spells.unfettered-movement.name: Unfettered Movement
701
+ spells.unfettered-pack.name: Unfettered Pack
702
+ spells.vampiric-exsanguination.description: |-
703
+ You draw in the blood and life of living creatures in the area: 12d6 void damage with a basic Fortitude save. You gain temporary Hit Points equal to half the damage taken by the creature that took the most; you lose any left after 1 minute.
704
+
705
+ **Heightened (+1)** The damage increases by 2d6.
706
+ spells.vampiric-exsanguination.name: Vampiric Exsanguination
707
+ spells.vampiric-feast.description: |-
708
+ 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.
709
+
710
+ **Heightened (+1)** The damage increases by 2d6.
711
+ spells.vampiric-feast.name: Vampiric Feast
712
+ spells.vapor-form.name: Vapor Form
713
+ spells.veil-of-privacy.name: Veil of Privacy
714
+ spells.verdant-code.name: Verdant Code
715
+ spells.chain-lightning.name: Chain Lightning
716
+ spells.vibe-check.name: Vibe Check
717
+ spells.vibrant-pattern.description: |-
718
+ A pattern of pulsing lights dazzles every creature inside it. A creature attempts a Will save when it is inside the pattern as you cast it, enters it, ends its turn in it, or Seeks or Interacts with it; a creature the pattern has blinded doesn't save again.
719
+
720
+ **Success** The creature is unaffected.
721
+
722
+ **Failure** It is blinded by the pattern. Once outside, it can attempt a new save at the end of each of its turns to recover, for at most 1 minute.
723
+
724
+ **Critical Failure** It is blinded for 1 minute.
725
+ spells.vibrant-pattern.name: Vibrant Pattern
726
+ spells.vision-of-death.name: Vision of Death
727
+ spells.vital-beacon.description: |-
728
+ Vitality radiates from you. Once per round, you or an ally can Interact to lay hands on you and regain Hit Points: 4d10 for the first creature, 4d8 for the second, 4d6 for the third and 4d4 for the fourth, after which the spell ends. You can have only one vital beacon at a time.
729
+
730
+ **Heightened (+1)** Each healing gains one more die of its size.
731
+ spells.vital-beacon.name: Vital Beacon
732
+ spells.vitality-lash.description: |-
733
+ 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.
734
+
735
+ **Heightened (+1)** The damage increases by 1d6.
736
+ spells.vitality-lash.name: Vitality Lash
737
+ spells.void-scour.name: Void Scour
738
+ spells.void-seed.name: Void Seed
739
+ spells.void-vessel.name: Void Vessel
740
+ spells.void-warp.name: Void Warp
741
+ spells.void-whispers.name: Void Whispers
742
+ spells.charm.name: Charm
743
+ spells.wails-of-the-damned.description: |-
744
+ You howl the lament of damned souls. Each living enemy in the area takes 8d10 void damage by its Fortitude save.
745
+
746
+ **Critical Success** The creature is unaffected.
747
+
748
+ **Success** Full damage.
749
+
750
+ **Failure** Full damage, and drained 1d4.
751
+
752
+ **Critical Failure** Double damage, and drained 4.
753
+ spells.wails-of-the-damned.name: Wails of the Damned
754
+ spells.wall-of-fire.name: Wall of Fire
755
+ spells.wall-of-force.name: Wall of Force
756
+ spells.wall-of-ice.description: |-
757
+ You raise an opaque ice barrier 1 foot thick: a line up to 60 feet long and 10 feet high, anchored at both ends but not necessarily vertical, or a hemisphere of 10-foot radius (smaller if you like). It must form in open space, its edges passing through no creature or object, or the spell is lost. Each 10-foot section has AC 10, Hardness 10, 40 HP, weakness 15 to fire, and immunity to critical hits, cold and precision damage. A section destroyed by fire melts away; one destroyed otherwise leaves chilling ice that is difficult terrain and deals 2d6 cold damage to a creature moving through it.
758
+
759
+ **Heightened (+2)** Each section has 10 more HP, and the cold damage increases by 1d6.
760
+ spells.wall-of-ice.name: Wall of Ice
761
+ spells.wall-of-plasma.name: Wall of Plasma
762
+ spells.wall-of-steel.name: Wall of Steel
763
+ spells.wall-of-stone.name: Wall of Stone
764
+ spells.wall-of-thorns.name: Wall of Thorns
765
+ spells.wall-of-wind.name: Wall of Wind
766
+ spells.warp-mind.name: Warp Mind
767
+ spells.chilling-darkness.description: |-
768
+ 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.
769
+
770
+ **Critical Success** The target takes double damage.
771
+
772
+ **Success** The target takes full damage.
773
+
774
+ If the ray passes through magical light or targets a creature affected by it, it attempts to counteract the light.
775
+
776
+ **Heightened (+1)** The cold damage increases by 2d6, and the spirit damage against holy creatures by 2d6.
777
+ spells.chilling-darkness.name: Chilling Darkness
778
+ spells.water-breathing.description: |-
779
+ The targets can breathe underwater.
780
+
781
+ **Heightened (3rd)** It lasts 8 hours.
782
+
783
+ **Heightened (4th)** It lasts until your next daily preparations.
784
+ spells.water-breathing.name: Water Breathing
785
+ spells.water-walk.description: |-
786
+ 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.
787
+
788
+ **Heightened (4th)** The range is 30 feet, it lasts 1 hour, and you can target up to 10 creatures.
789
+ spells.water-walk.name: Water Walk
790
+ spells.wave-of-despair.name: Wave of Despair
791
+ spells.wave-of-warning.name: Wave of Warning
792
+ spells.weight-of-ages.name: Weight of Ages
793
+ spells.wisp-ally.name: Wisp Ally
794
+ spells.x-ray-vision.name: X-Ray Vision
795
+ spells.akashic-fount.name: Akashic Fount
796
+ spells.akashic-assistant.name: Akashic Assistant
797
+ spells.data-drain.name: Data Drain
798
+ spells.chrono-push.name: Chrono Push
799
+ spells.elemental-weapon.name: Elemental Weapon
800
+ spells.elemental-barrier.name: Elemental Barrier
801
+ spells.elemental-nova.name: Elemental Nova
802
+ spells.infusion.name: Infusion
803
+ spells.vitality-nova.name: Vitality Nova
804
+ spells.vital-rebirth.name: Vital Rebirth
805
+ spells.anthem.name: Anthem
806
+ spells.shuffle-repeat.name: Shuffle Repeat
807
+ spells.remix.name: Remix
808
+ spells.shadow-snap.name: Shadow Snap
809
+ spells.clairaudience.name: Clairaudience
810
+ spells.cloying-shadows.name: Cloying Shadows
811
+ spells.shadow-prison.name: Shadow Prison
812
+ spells.eldritch-bond.name: Eldritch Bond
813
+ spells.vitality-web.name: Vitality Web
814
+ spells.wild-bond.name: Wild Bond
815
+ spells.warp-probability.name: Warp Probability
816
+ spells.alternate-outcome.name: Alternate Outcome
817
+ spells.quantum-analysis.name: Quantum Analysis
818
+ spells.warp-terrain.name: Warp Terrain
819
+ spells.warp-world.name: Warp World
820
+ spells.clairvoyance.name: Clairvoyance
821
+ spells.parallel-forms.name: Parallel Forms
822
+ spells.warp-presence.name: Warp Presence
823
+ spells.forget.name: Forget
824
+ spells.reality-wipe.name: Reality Wipe
825
+ spells.warp-time.name: Warp Time
826
+ spells.accelerate.name: Accelerate
827
+ spells.time-loop.name: Time Loop
828
+ spells.quantum-negation.name: Quantum Negation
829
+ spells.tech-intuition.name: Tech Intuition
830
+ spells.commune-with-tech.name: Commune With Tech
831
+ spells.aerial-form.description: |-
832
+ You take a Medium flying animal battle form of your choice (bat, bird, pterosaur or wasp) and gain the animal trait. You can Dismiss the spell. In the form you have AC 18 + your level (ignoring your armor's check penalty and Speed reduction), 5 temporary Hit Points, low-light vision, an Acrobatics modifier of +16 unless yours is higher, and the form's unarmed attacks, which are the only ones you can Strike with: trained, Dexterity-based, attack modifier +16 and damage bonus +5 (or your own Dexterity unarmed attack modifier if higher).
833
+
834
+ - **Bat** Speed 20 feet, fly 30 feet, precise echolocation 40 feet; fangs 2d8 piercing; wing (agile) 2d6 bludgeoning.
835
+ - **Bird** Speed 10 feet, fly 50 feet; beak 2d8 piercing; talon (agile) 1d10 slashing.
836
+ - **Pterosaur** Speed 10 feet, fly 40 feet, imprecise scent 30 feet; beak 3d6 piercing.
837
+ - **Wasp** Speed 20 feet, fly 40 feet; stinger 1d8 piercing plus 1d6 persistent poison.
838
+
839
+ **Heightened (5th)** Large, with a +10-foot status bonus to your fly Speed; 10 temporary HP, attack +18, damage +8, Acrobatics +20.
840
+
841
+ **Heightened (6th)** Huge, with a +15-foot status bonus to your fly Speed and 10-foot reach; AC 21 + your level, 15 temporary HP, attack +21, damage +4 with double the damage dice (persistent damage included), Acrobatics +23.
842
+ spells.aerial-form.name: Aerial Form
843
+ spells.cleanse-affliction.description: |-
844
+ 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.
845
+
846
+ **Heightened (3rd)** You also attempt to counteract it, if it is a disease or poison.
847
+
848
+ **Heightened (4th)** You also attempt to counteract it, if it is a curse, disease or poison.
849
+ spells.cleanse-affliction.name: Cleanse Affliction
850
+ spells.cleanse-cuisine.description: |-
851
+ 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.
852
+
853
+ **Heightened (+2)** Add another contiguous cubic foot to the area.
854
+ spells.cleanse-cuisine.name: Cleanse Cuisine
855
+ spells.clear-mind.name: Clear Mind
856
+ spells.command.name: Command
857
+ spells.confusion.name: Confusion
858
+ spells.contingency.name: Contingency
859
+ spells.control-machine.name: Control Machine
860
+ spells.corrosive-haze.name: Corrosive Haze
861
+ spells.cozy-crashpad.name: Cozy Crashpad
862
+ spells.create-food.description: |-
863
+ 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).
864
+
865
+ **Heightened (4th)** Food for 12 Medium creatures.
866
+
867
+ **Heightened (6th)** Food for 50 Medium creatures.
868
+
869
+ **Heightened (8th)** Food for 200 Medium creatures.
870
+ spells.create-food.name: Create Food
871
+ spells.air-bubble.description: "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."
872
+ spells.air-bubble.texts.trigger: "a creature within range enters an environment where it can't breathe"
873
+ spells.air-bubble.name: Air Bubble
874
+ spells.create-water.description: 'Water flows from your cupped hands: 2 gallons, which evaporate after a day if no one drinks them.'
875
+ spells.create-water.name: Create Water
876
+ spells.creation.name: Creation
877
+ spells.crisis-of-faith.description: |-
878
+ 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.
879
+
880
+ **Critical Success** The target is unaffected.
881
+
882
+ **Success** The target takes half damage.
883
+
884
+ **Failure** The target takes full damage; a divine caster is also stupefied 1 for 1 round.
885
+
886
+ **Critical Failure** The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round.
887
+
888
+ **Heightened (+1)** The damage increases by 2d6 (2d8 against a divine spellcaster).
889
+ spells.crisis-of-faith.name: Crisis of Faith
890
+ spells.cursed-metamorphosis.name: Cursed Metamorphosis
891
+ spells.darkness.description: |-
892
+ 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.
893
+
894
+ **Heightened (4th)** Even creatures with darkvision (but not greater darkvision) barely see through it: targets seen through it are concealed to them.
895
+ spells.darkness.name: Darkness
896
+ spells.darkvision.description: |-
897
+ You gain darkvision.
898
+
899
+ **Heightened (3rd)** The range is touch and the target one willing creature.
900
+
901
+ **Heightened (5th)** As 3rd, and it lasts until your next daily preparations.
902
+ spells.darkvision.name: Darkvision
903
+ spells.daze.name: Daze
904
+ spells.deafness.description: |-
905
+ The target loses its hearing by its Fortitude save, and is then temporarily immune for 1 minute.
906
+
907
+ **Critical Success** The target is unaffected.
908
+
909
+ **Success** The target is deafened for 1 round.
910
+
911
+ **Failure** The target is deafened for 10 minutes.
912
+
913
+ **Critical Failure** The target is deafened permanently.
914
+ spells.deafness.name: Deafness
915
+ spells.death-sentence.name: Death Sentence
916
+ spells.delete.name: Delete
917
+ spells.akashic-download.name: Akashic Download
918
+ spells.desiccate.description: |-
919
+ You draw the moisture from the targets' bodies: 10d10 void damage with a basic Fortitude save. Creatures made of water and plant creatures take the result one degree worse than their save; creatures with no real moisture in them, such as earth elementals, are immune.
920
+
921
+ **Heightened (+1)** The damage increases by 1d10.
922
+ spells.desiccate.name: Desiccate
923
+ spells.detect-magic.description: |-
924
+ 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).
925
+
926
+ **Heightened (3rd)** You also learn the rank or level of the most powerful magic the spell detects, as the GM decides.
927
+
928
+ **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.
929
+ spells.detect-magic.name: Detect Magic
930
+ spells.detect-poison.description: |-
931
+ 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.
932
+
933
+ **Heightened (2nd)** You learn the number and types of poison.
934
+ spells.detect-poison.name: Detect Poison
935
+ spells.detect-scrying.name: Detect Scrying
936
+ spells.detect-thoughts.name: Detect Thoughts
937
+ spells.disappearance.name: Disappearance
938
+ spells.discharge.name: Discharge
939
+ spells.disguise-magic.name: Disguise Magic
940
+ spells.disintegrate.name: Disintegrate
941
+ spells.dispel-magic.name: Dispel Magic
942
+ spells.akashic-revival.name: Akashic Revival
943
+ spells.dispelling-globe.description: 'An immobile globe surrounds you. It tries to counteract every spell from outside whose area or targets enter it, as dispel magic of 1 rank lower than this spell. A success stops only the part of the spell that would enter the globe. The globe must form in open space, its edges passing through no creature or object, or the spell is lost; creatures can enter it afterward.'
944
+ spells.dispelling-globe.name: Dispelling Globe
945
+ spells.divine-immolation.description: |-
946
+ Divine flames scour the area for 6d6 fire damage and 2d6 persistent fire damage, by each creature's Reflex save. A creature takes spirit damage instead of fire if that would be worse for it, as the GM decides.
947
+
948
+ **Critical Success** The creature is unaffected.
949
+
950
+ **Success** Half damage and no persistent damage.
951
+
952
+ **Failure** Full damage and the persistent damage.
953
+
954
+ **Critical Failure** Double damage and double persistent damage.
955
+
956
+ **Heightened (+1)** The damage increases by 1d6 and the persistent damage by 1d6.
957
+ spells.divine-immolation.name: Divine Immolation
958
+ spells.divine-inspiration.description: You fill the target with spiritual energy. A prepared caster recovers one spell of 6th rank or lower it cast today and can cast it again; a spontaneous caster recovers one spell slot of 6th rank or lower; and a creature with a focus pool regains its Focus Points as if it had Refocused.
959
+ spells.divine-inspiration.name: Divine Inspiration
960
+ spells.divine-lance.description: |-
961
+ 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.
962
+
963
+ **Heightened (+1)** The damage increases by 1d4.
964
+ spells.divine-lance.name: Divine Lance
965
+ spells.divine-wrath.description: |-
966
+ Divine fury strikes the enemies in the area for 4d10 spirit damage, by their Fortitude saves.
967
+
968
+ **Critical Success** The creature is unaffected.
969
+
970
+ **Success** The creature takes half damage.
971
+
972
+ **Failure** The creature takes full damage and is sickened 1.
973
+
974
+ **Critical Failure** The creature takes full damage and is sickened 2, and is slowed 1 while it is sickened.
975
+
976
+ **Heightened (+1)** The damage increases by 1d10.
977
+ spells.divine-wrath.name: Divine Wrath
978
+ spells.dizzying-colors.name: Dizzying Colors
979
+ spells.dominate.description: |-
980
+ You take command of the target. If you give a plainly self-destructive order, it does nothing until you give another.
981
+
982
+ **Critical Success** The target is unaffected.
983
+
984
+ **Success** The target is stunned 1 as it fights off your commands.
985
+
986
+ **Failure** The target is controlled by you, but it can attempt a Will save at the end of each of its turns, ending the spell on a success.
987
+
988
+ **Critical Failure** As failure, but it gets a new save only when you order it to do something against its nature, such as killing its allies.
989
+
990
+ **Heightened (10th)** The duration is unlimited.
991
+ spells.dominate.name: Dominate
992
+ spells.doom-scroll.name: Doom Scroll
993
+ spells.dragon-form.name: Dragon Form
994
+ spells.dream-of-home.name: Dream of Home
995
+ spells.alarm.name: Alarm
996
+ spells.dreaming-potential.name: Dreaming Potential
997
+ spells.earthbind.name: Earthbind
998
+ spells.earthquake.name: Earthquake
999
+ spells.eclipse-burst.description: |-
1000
+ A globe of freezing darkness bursts in the area: 8d10 cold damage to every creature, plus 8d4 void damage to living ones, by their Reflex saves. It tries to counteract magical light in the area or on a creature in it.
1001
+
1002
+ **Critical Success** The creature is unaffected.
1003
+
1004
+ **Success** Half damage.
1005
+
1006
+ **Failure** Full damage.
1007
+
1008
+ **Critical Failure** Double damage, and blinded for an unlimited duration.
1009
+
1010
+ **Heightened (+1)** The cold damage increases by 1d10 and the void damage by 1d4.
1011
+ spells.eclipse-burst.name: Eclipse Burst
1012
+ spells.eldritch-lance.name: Eldritch Lance
1013
+ spells.eldritch-wrath.name: Eldritch Wrath
1014
+ spells.electric-arc.description: |-
1015
+ Lightning leaps between one or two targets. Each takes 2d4 electricity damage with a basic Reflex save.
1016
+
1017
+ **Heightened (+1)** The damage increases by 1d4.
1018
+ spells.electric-arc.name: Electric Arc
1019
+ spells.electrotether.name: Electrotether
1020
+ spells.elemental-form.description: |-
1021
+ You take a Medium elemental battle form of the element you choose, gaining its trait and the elemental trait; you have hands and can use manipulate actions. You can Dismiss the spell. In the form you have AC 19 + your level (ignoring your armor's check penalty and Speed reduction), 10 temporary Hit Points, darkvision, Acrobatics (air, fire, metal) or Athletics (earth, water, wood) +20 unless yours is higher, and the form's unarmed attacks, the only ones you can Strike with: trained, attack modifier +18 and damage bonus +9, Dexterity-based for air, fire and metal and Strength-based otherwise (or your own unarmed attack modifier if higher).
1022
+
1023
+ - **Air** fly 80 feet, and your movement doesn't trigger reactions; gust 1d4 bludgeoning.
1024
+ - **Earth** Speed 20 feet, burrow 20 feet; boulder 2d10 bludgeoning.
1025
+ - **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and to water; tendril 1d8 fire plus 1d4 persistent fire.
1026
+ - **Metal** Speed 40 feet, fly 20 feet; blade (versatile piercing) 1d8 slashing plus 1d4 electricity.
1027
+ - **Water** Speed 20 feet, swim 60 feet; fire resistance 5; wave 1d12 bludgeoning, and after a hit you can spend an action to push the target 5 feet as a successful Shove.
1028
+ - **Wood** Speed 20 feet, climb 30 feet; branch 2d10 bludgeoning.
1029
+
1030
+ **Heightened (6th)** Large, with 10-foot reach; AC 22 + your level, 15 temporary HP, attack +23, damage +13, skill +23.
1031
+
1032
+ **Heightened (7th)** Huge, with 15-foot reach; AC 22 + your level, 20 temporary HP, attack +25, damage +11 with double the damage dice (persistent damage included), skill +25.
1033
+ spells.elemental-form.name: Elemental Form
1034
+ spells.embed-message.description: |-
1035
+ 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.
1036
+
1037
+ **Heightened (4th)** You can add a simple, obviously illusory sensory flourish (a smell, a visual effect, a sensation) that lasts while the message plays.
1038
+
1039
+ **Heightened (6th)** As 4th, and you choose how many times the message repeats before the spell ends, without limit.
1040
+ spells.embed-message.name: Embed Message
1041
+ spells.analyze-target.name: Analyze Target
1042
+ spells.energy-aegis.name: Energy Aegis
1043
+ spells.enfeeble.name: Enfeeble
1044
+ spells.enhance-body.name: Enhance Body
1045
+ spells.enhance-weapon.name: Enhance Weapon
1046
+ spells.enlarge.name: Enlarge
1047
+ spells.entangling-flora.name: Entangling Flora
1048
+ spells.enthrall.name: Enthrall
1049
+ spells.entropy-strike.name: Entropy Strike
1050
+ spells.environmental-endurance.name: Environmental Endurance
1051
+ spells.event-horizon.name: Event Horizon
1052
+ spells.unfathomable-song.name: Unfathomable Song
1053
+ spells.unfathomable-song.description: |-
1054
+ A strange, unnatural song overtakes the targets' minds. Each attempts a Will save when you cast the spell and the first time you Sustain it each round (once a round at most); the targets stay the same.
1055
+
1056
+ **Critical Success** The target is unaffected, can't be affected later, and is temporarily immune for 1 minute.
1057
+
1058
+ **Success** Unaffected this round.
1059
+
1060
+ **Failure** Roll 1d4 on the table.
1061
+
1062
+ **Critical Failure** Roll 1d4+1 on the table.
1063
+
1064
+ **1** Frightened 2. **2** Confused for 1 round. **3** Stupefied 4 for 1 round. **4** Blinded for 1 round. **5** Stunned for 1 round, and stupefied 1 for an unlimited duration.
1065
+ weapons.forms.aerial-form.bat-fangs.name: Fangs (bat)
1066
+ weapons.forms.aerial-form.bat-wing.name: Wing (bat)
1067
+ forms.aerial-form.bat.name: 'Aerial form: bat'
1068
+ forms.aerial-form.bat.description: "The battle form's Speeds and attacks."
1069
+ weapons.forms.aerial-form.bird-beak.name: Beak (bird)
1070
+ weapons.forms.aerial-form.bird-talon.name: Talon (bird)
1071
+ forms.aerial-form.bird.name: 'Aerial form: bird'
1072
+ forms.aerial-form.bird.description: "The battle form's Speeds and attacks."
1073
+ weapons.forms.aerial-form.pterosaur-beak.name: Beak (pterosaur)
1074
+ forms.aerial-form.pterosaur.name: 'Aerial form: pterosaur'
1075
+ forms.aerial-form.pterosaur.description: "The battle form's Speeds and attacks."
1076
+ weapons.forms.aerial-form.wasp-stinger.name: Stinger (wasp)
1077
+ forms.aerial-form.wasp.name: 'Aerial form: wasp'
1078
+ forms.aerial-form.wasp.description: "The battle form's Speeds and attacks."
1079
+ weapons.forms.elemental-form.air-gust.name: Gust (air)
1080
+ forms.elemental-form.air.name: 'Elemental form: air'
1081
+ forms.elemental-form.air.description: "The battle form's Speeds and attacks."
1082
+ weapons.forms.elemental-form.earth-boulder.name: Boulder (earth)
1083
+ forms.elemental-form.earth.name: 'Elemental form: earth'
1084
+ forms.elemental-form.earth.description: "The battle form's Speeds and attacks."
1085
+ weapons.forms.elemental-form.fire-tendril.name: Tendril (fire)
1086
+ forms.elemental-form.fire.name: 'Elemental form: fire'
1087
+ forms.elemental-form.fire.description: "The battle form's Speeds and attacks."
1088
+ weapons.forms.elemental-form.metal-blade.name: Blade (metal)
1089
+ forms.elemental-form.metal.name: 'Elemental form: metal'
1090
+ forms.elemental-form.metal.description: "The battle form's Speeds and attacks."
1091
+ weapons.forms.elemental-form.water-wave.name: Wave (water)
1092
+ forms.elemental-form.water.name: 'Elemental form: water'
1093
+ forms.elemental-form.water.description: "The battle form's Speeds and attacks."
1094
+ weapons.forms.elemental-form.wood-branch.name: Branch (wood)
1095
+ forms.elemental-form.wood.name: 'Elemental form: wood'
1096
+ forms.elemental-form.wood.description: "The battle form's Speeds and attacks."
1097
+ weapons.forms.insect-form.ant-mandibles.name: Mandibles (ant)
1098
+ forms.insect-form.ant.name: 'Insect form: ant'
1099
+ forms.insect-form.ant.description: "The battle form's Speeds and attacks."
1100
+ weapons.forms.insect-form.beetle-mandibles.name: Mandibles (beetle)
1101
+ forms.insect-form.beetle.name: 'Insect form: beetle'
1102
+ forms.insect-form.beetle.description: "The battle form's Speeds and attacks."
1103
+ weapons.forms.insect-form.centipede-mandibles.name: Mandibles (centipede)
1104
+ forms.insect-form.centipede.name: 'Insect form: centipede'
1105
+ forms.insect-form.centipede.description: "The battle form's Speeds and attacks."
1106
+ weapons.forms.insect-form.mantis-foreleg.name: Foreleg (mantis)
1107
+ forms.insect-form.mantis.name: 'Insect form: mantis'
1108
+ forms.insect-form.mantis.description: "The battle form's Speeds and attacks."
1109
+ weapons.forms.insect-form.scorpion-stinger.name: Stinger (scorpion)
1110
+ weapons.forms.insect-form.scorpion-pincer.name: Pincer (scorpion)
1111
+ forms.insect-form.scorpion.name: 'Insect form: scorpion'
1112
+ forms.insect-form.scorpion.description: "The battle form's Speeds and attacks."
1113
+ weapons.forms.insect-form.spider-fangs.name: Fangs (spider)
1114
+ forms.insect-form.spider.name: 'Insect form: spider'
1115
+ forms.insect-form.spider.description: "The battle form's Speeds and attacks."
1116
+ spells.absolute-zero.description: |-
1117
+ A vortex flash-freezes the area, dealing 10d8 cold damage. Each creature in the area attempts a Fortitude save.
1118
+
1119
+ **Critical Success** The creature is unaffected.
1120
+
1121
+ **Success** The creature takes half damage.
1122
+
1123
+ **Failure** The creature takes full damage and is slowed 1 until the start of your next turn.
1124
+
1125
+ **Critical Failure** The creature takes double damage, is immobilized by a layer of ice, and is slowed 1 while immobilized. The ice is an object with 50 Hit Points, Hardness 5, immunity to cold damage and vulnerability 10 to fire, plus object immunities. It's destroyed if the target Escapes.
1126
+
1127
+ **Heightened (+1)** The damage increases by 1d8 and the ice's Hit Points by 5.
1128
+ spells.animal-form.description: |-
1129
+ You transform into a Medium animal battle form of your choice from the list below; you can pick the specific animal (lion or snow leopard for cat, say), which doesn't change Size or statistics. You gain the animal trait and can Dismiss the spell. In the form you gain:
1130
+
1131
+ - AC = 16 + your level. Ignore your armor's check penalty and Speed reduction.
1132
+ - 5 temporary Hit Points.
1133
+ - Low-light vision and imprecise scent 30 feet.
1134
+ - Unarmed melee attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +9, damage bonus +1. They're Strength-based (for enfeebled, for example). If your own unarmed attack bonus is higher, use it.
1135
+ - Athletics +9, unless your own is higher.
1136
+
1137
+ Forms:
1138
+
1139
+ - **Ape** Speed 25 feet, climb 20 feet; fist 2d6 bludgeoning.
1140
+ - **Bear** Speed 30 feet; jaws 2d8 piercing; claw (agile) 1d8 slashing.
1141
+ - **Bull** Speed 30 feet; horn 2d8 piercing.
1142
+ - **Canine** Speed 40 feet; jaws 2d8 piercing.
1143
+ - **Cat** Speed 40 feet; jaws 2d6 piercing; claw (agile) 1d10 slashing.
1144
+ - **Deer** Speed 50 feet; antler 2d6 piercing.
1145
+ - **Frog** Speed 25 feet, swim 25 feet; jaws 2d6 bludgeoning; tongue (reach 15 feet) 2d4 bludgeoning.
1146
+ - **Shark** Swim 35 feet; jaws 2d8 piercing; breathes water, not air.
1147
+ - **Snake** Speed 20 feet, climb 20 feet, swim 20 feet; fangs 2d4 piercing plus 1d6 poison.
1148
+
1149
+ **Heightened (3rd)** 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, Athletics +14.
1150
+
1151
+ **Heightened (4th)** The form is Large and attacks have 10-foot reach. 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, Athletics +16.
1152
+
1153
+ **Heightened (5th)** The form is Huge and attacks have 15-foot reach. 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the damage dice, Athletics +20.
1154
+ spells.execute.description: |-
1155
+ You invoke the demise of all things: the target takes 70 void damage with a basic Fortitude save. If the target is undead or otherwise has void healing, the spell instead loses the death and void traits, gains the vitality trait, and deals 70 vitality damage with a basic Fortitude save.
1156
+
1157
+ **Heightened (+1)** The damage increases by 10.
1158
+ spells.explosion-of-rot.description: |-
1159
+ A giant pustule explodes, coating the area in life-draining rot. Creatures and plants in the area take 6d6 poison damage and attempt a Reflex save. Foliage and plant matter the spell damages no longer provides cover.
1160
+
1161
+ **Critical Success** The target is unaffected.
1162
+
1163
+ **Success** The target takes half damage.
1164
+
1165
+ **Failure** The target takes full damage and is enfeebled 1.
1166
+
1167
+ **Critical Failure** The target takes double damage, 1d6 persistent poison damage, and is enfeebled 2.
1168
+
1169
+ **Heightened (+2)** The initial damage increases by 2d6 and the persistent damage by 1d6.
1170
+ spells.fabricated-truth.description: |-
1171
+ Choose one statement for the targets to believe; it can be narrow, wide-reaching or conceptual. Their experiences color how they react to it. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect depends on each target's Will save. If a target is already affected by _fabricated truth_, your spell tries to counteract it; if that check fails, the target's save outcome can't be worse than a success.
1172
+
1173
+ **Critical Success** The target doesn't believe the statement and knows you tried to trick it.
1174
+
1175
+ **Success** The target doesn't believe the statement or realize you tried to trick it.
1176
+
1177
+ **Failure** The target believes the statement for 1 week.
1178
+
1179
+ **Critical Failure** The target believes the statement indefinitely.
1180
+ spells.false-vision.description: You create a false image that fools scrying on the area. Any scrying spell sees, hears, smells and otherwise detects whatever you wish within the area instead of what is there. You can Sustain the spell each round to change the illusion, including playing out a complex scene. If the scrying spell is of a higher rank than _false vision_, the scryer can attempt a Perception check to disbelieve the illusion, but even on a success can't learn what is truly happening in the area.
1181
+ spells.false-vitality.description: |-
1182
+ You augment your flesh with energies used to manipulate the undead, gaining 10 temporary Hit Points.
1183
+
1184
+ **Heightened (+1)** The temporary Hit Points increase by 3.
1185
+ spells.fear.description: |-
1186
+ You plant fear in the target, which attempts a Will save.
1187
+
1188
+ **Critical Success** The target is unaffected.
1189
+
1190
+ **Success** The target is frightened 1.
1191
+
1192
+ **Failure** The target is frightened 2.
1193
+
1194
+ **Critical Failure** The target is frightened 3 and fleeing for 1 round.
1195
+
1196
+ **Heightened (3rd)** You can target up to five creatures.
1197
+ spells.feline-senses.description: |-
1198
+ You gain feline senses: darkvision and electromagnetic scent as an imprecise sense out to 30 feet, which detects living and technological creatures.
1199
+
1200
+ **Heightened (4th)** The range is touch and it targets 1 willing creature.
1201
+
1202
+ **Heightened (6th)** As 4th rank, and the duration is until your next daily preparations.
1203
+ spells.ant-haul.description: You reinforce the target's musculoskeletal system. It can carry 3 more Bulk than normal before becoming encumbered, and up to 6 more Bulk at maximum.
1204
+ spells.figment.description: You create a simple illusory sound or vision. A sound adds the auditory trait and can't include intelligible words or elaborate music. A vision adds the visual trait, is no larger than a 5-foot cube, and is clearly crude and lacking detail when viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to Deception. If the attempt fails against a creature, it disbelieves the figment.
1205
+ spells.fire-shield.description: |-
1206
+ You create a hovering shield of fire. While it lasts, you gain cold resistance 5 and immunity to mild and severe environmental cold. You can Raise a Shield with it as a normal shield for a +1 circumstance bonus to AC, and use Shield Block with it. It has Hardness 10, 40 HP (no Broken Threshold), is immune to fire, and its Hardness is halved against effects with the water trait. If you Shield Block a melee attack that's unarmed or made by an adjacent attacker, the attacker takes 2d6 fire damage.
1207
+
1208
+ **Heightened (+2)** The cold resistance increases by 5, the HP by 10 and the fire damage by 1d6.
1209
+ spells.fireball.description: |-
1210
+ A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
1211
+
1212
+ **Heightened (+1)** The damage increases by 2d6.
1213
+ spells.fleet-step.description: You gain a +30-foot status bonus to your Speed.
1214
+ spells.flicker.description: |-
1215
+ You flicker between your plane and another. You gain resistance 5 to all damage except force. At the end of each of your turns you automatically teleport 10 feet in a random direction chosen by the GM. You can Sustain the spell to teleport this way.
1216
+
1217
+ **Heightened (+2)** The resistance increases by 3.
1218
+ spells.floating-flame.description: You create a fuel-free fire that moves at your command. It deals 3d6 fire damage (basic Reflex) to each creature in the square where it appears. When you Sustain the spell, you can levitate the flame up to 10 feet; it then deals the same damage and save to each creature whose space it shared at any point in its flight. Roll damage once per Sustain. A creature can take damage from _floating flame_ only once per round.
1219
+ spells.fly.description: |-
1220
+ The target soars through the air with a fly Speed equal to its Speed or 20 feet, whichever is greater.
1221
+
1222
+ **Heightened (7th)** The duration increases to 1 hour.
1223
+ spells.force-barrage.description: |-
1224
+ You fire a shard of solidified magic at a creature you can see. It automatically hits and deals 1d4+1 force damage. Each additional action you spend Casting the Spell adds one shard, up to three shards for 3 actions. You choose each shard's target individually. Shards at the same target combine their damage before bonuses, penalties, resistances, weaknesses and so on.
1225
+
1226
+ **Heightened (+2)** You fire one additional shard per action spent.
1227
+ spells.foresight.description: You gain a sixth sense warning of danger to the target. If the target is another creature, you create a mental psychic link through which you can warn it. You can't have more than one _foresight_ in effect at a time; casting it again ends the previous one. While it lasts, the target gains a +2 status bonus to initiative rolls and isn't off-guard against undetected creatures or when flanked. You also gain a reaction tied to the spell.
1228
+ spells.genetic-regeneration.description: |-
1229
+ You imbue the target's genetic code with regenerative properties. The target gains regeneration 7, restoring 7 Hit Points at the start of each of its turns. While regenerating, it can't die from damage, and its dying condition can't rise to a value that would kill it (usually stopping at dying 3); if its wounded value reaches 4 or higher, it stays unconscious until its wounds are treated. If it takes acid or fire damage, regeneration deactivates until after the end of its next turn.
1230
+
1231
+ Once during the duration, the creature can forgo that round's healing to regrow one damaged or ruined organ or reattach a severed body part by spending an Interact action to hold the part to where it was severed.
1232
+
1233
+ **Heightened (+1)** The regeneration value increases by 2.
1234
+ spells.gentle-landing.description: You raise a magical updraft to arrest a fall. The target falls at 60 feet per round, and the portion of the fall during the spell's duration doesn't count toward falling damage. If the target reaches the ground while the spell is active, it takes no fall damage. The spell ends as soon as the target lands.
1235
+ spells.ghostly-carrier.description: You create a Tiny, semi-corporeal figure of a form you choose that hovers near you. When you Cast a Spell with a range of touch, you can have the carrier move within range, deliver the spell to a creature there, and return to you. If the carrier must make a spell attack roll, it uses your normal bonuses. It has your AC and saves but is destroyed by any damage.
1236
+ spells.ghost-killer-weapon.description: "The target weapon becomes translucent and ghostly, able to affect material and incorporeal creatures and objects. It gains the effects of the ghost killer weapon upgrade: it becomes magical if it wasn't, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature."
1237
+ spells.glow-up.description: |-
1238
+ You create an illusion making the target appear more charming and genteel to observers, accentuating its appearance, clothing, voice and mannerisms to what each observer finds appealing. Held items are unaffected, and any worn item removed returns to its true appearance. You can Dismiss the spell.
1239
+
1240
+ The target gains a +1 status bonus to Diplomacy checks to Make an Impression, adds its level to Diplomacy checks if untrained, and can Gather Information in only 10 minutes.
1241
+
1242
+ **Heightened (+2)** The bonus increases by 1, to a maximum of +4 at 7th rank.
1243
+ spells.gravity-field.description: You increase gravity in the area by one step (zero-g becomes low, low becomes standard, standard becomes high, high becomes extreme). All flying creatures in the area descend 40 feet. The area is greater difficult terrain for Flying and Climbing creatures and difficult terrain for creatures on the ground. A creature pulled to the ground by the field takes bludgeoning damage as though it had fallen.
1244
+ spells.atomic-blast.description: |-
1245
+ You split an atom, creating an explosion with radioactive fallout. Creatures in the area take 5d12 bludgeoning and 5d12 fire damage and are exposed to extreme radiation, using your spellcasting DC as the Fortitude DC for radiation sickness. The radiation's onset and frequency is 1 round, and the area stays radioactive for 10 minutes. Each creature attempts a Reflex save.
1246
+
1247
+ **Critical Success** The target is unaffected by the initial damage.
1248
+
1249
+ **Success** The target takes half damage and is dazzled for 1 minute.
1250
+
1251
+ **Failure** The target takes full damage and is blinded for 1 minute.
1252
+
1253
+ **Critical Failure** As failure, but the target takes double damage.
1254
+ spells.grim-tendrils.description: |-
1255
+ Tendrils of darkness race through the line, dealing 2d4 void damage and 1 persistent bleed damage to living creatures in it. Each living creature attempts a Fortitude save.
1256
+
1257
+ **Critical Success** The creature is unaffected.
1258
+
1259
+ **Success** The creature takes half the void damage and no persistent bleed damage.
1260
+
1261
+ **Failure** The creature takes full damage.
1262
+
1263
+ **Critical Failure** The creature takes double void damage and double persistent bleed damage.
1264
+
1265
+ **Heightened (+1)** The void damage increases by 2d4 and the persistent bleed damage by 1.
1266
+ spells.gust-of-wind.description: |-
1267
+ A violent wind blows from where you stand to the line's far end. It extinguishes small non-magical fires, disperses fog and mist, blows around objects of light Bulk or less, and pushes larger objects. Large or smaller creatures in the area attempt a Fortitude save, as do those that later move into the gust on entering.
1268
+
1269
+ **Critical Success** The creature is unaffected.
1270
+
1271
+ **Success** The creature can't move against the wind.
1272
+
1273
+ **Failure** The creature is knocked prone. If it was flying, it takes the critical failure effect instead.
1274
+
1275
+ **Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.
1276
+ spells.haste.description: |-
1277
+ Magic lets the target act faster. It gains the quickened condition, usable only for Strike and Stride actions.
1278
+
1279
+ **Heightened (7th)** You can target up to 6 creatures.
1280
+ spells.holographic-memory.description: |-
1281
+ You extract a specific memory you have some awareness of (or a random one, chosen by the GM) from the target's mind and project it as a hologram of no more than 5 minutes; a longer memory simply ends there. The hologram has audio and visual components only, usually plays one scene (it can cut between scenes if accurate to the memory and the length allows), and shows the memory exactly as the target experienced it, from its perspective, so it often lacks context.
1282
+
1283
+ The spell can target a living, unconscious or dead sentient creature with an Intelligence modifier of -3 or higher. A corpse can't have been dead longer than 1 week or the spell fails, and once any caster has used the spell on a corpse, later castings on it fail. An unwilling target can attempt a Will save to resist.
1284
+ spells.honeyed-words.description: Falsehoods pass your lips smoothly. You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern whether you're telling the truth, and you add your level even if untrained. If the implausibility of your lies would cause a circumstance penalty or DC increase, halve that penalty or increase.
1285
+ spells.howl.description: |-
1286
+ You let out a psychic ululation that compels others who hear it to join in. Other creatures in the area who can hear take 7d12 sonic damage and 1d8 persistent mental damage, and attempt a Will save. The persistent mental damage increases by 1d8 if at least one other creature is howling; calculate it after all saves. A howling creature can't use auditory actions or cast spells (except those with the subtle trait) for 1 round.
1287
+
1288
+ **Critical Success** The target is unaffected.
1289
+
1290
+ **Success** The target takes half damage and no persistent mental damage.
1291
+
1292
+ **Failure** The target takes full damage and persistent mental damage, and is compelled to howl as long as it takes that persistent damage.
1293
+
1294
+ **Critical Failure** As failure, but the target takes double the initial and persistent damage.
1295
+ spells.howling-blizzard.description: |-
1296
+ Freezing winds blow out from your hands. Cast with 2 actions, the area is a 60-foot cone; cast with 3 actions, the range is 500 feet and the area a 30-foot burst. Each creature in the area takes 10d6 cold damage with a basic Reflex save. Snowdrifts and icy gales fill the area until the start of your next turn, making it difficult terrain.
1297
+
1298
+ **Heightened (+1)** The damage increases by 2d6.
1299
+ spells.hydraulic-push.description: |-
1300
+ You blast the target with pressurized water. Make a ranged spell attack roll.
1301
+
1302
+ **Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
1303
+
1304
+ **Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
1305
+
1306
+ **Heightened (+1)** The damage increases by 2d6.
1307
+ spells.hydraulic-torrent.description: |-
1308
+ A torrent of water along a line batters creatures and unattended objects in its path, dealing 8d6 bludgeoning damage. Each creature attempts a basic Fortitude save; unattended objects automatically fail. Those that fail are also knocked back 5 feet (10 feet on a critical failure).
1309
+
1310
+ **Heightened (+1)** The damage increases by 2d6.
1311
+ spells.hypercognition.description: You rapidly collate information relevant to your situation, instantly using up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions you can't use special abilities, reactions or free actions that trigger when you Recall Knowledge.
1312
+ spells.hypnotize.description: |-
1313
+ You create a cloud of mesmerizing patterns and colors. Creatures inside it are dazzled. A creature attempts a Will save if it's in the cloud when you cast the spell, when it enters, when it ends its turn there, or when it uses a Seek or Interact action on the cloud. A creature currently fascinated by _hypnotize_ doesn't attempt new saves.
1314
+
1315
+ **Success** The target is unaffected.
1316
+
1317
+ **Failure** The target is fascinated by the cloud.
1318
+
1319
+ **Critical Failure** The target is fascinated by the cloud and can't use reactions while fascinated.
1320
+ spells.ignition.description: |-
1321
+ You point at a target and it begins to smolder. Make a spell attack roll against its AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can make a melee spell attack instead of a ranged one, which makes all the spell's damage dice d6s.
1322
+
1323
+ **Critical Success** The target takes double damage and 1d4 persistent fire damage.
1324
+
1325
+ **Success** The target takes full damage.
1326
+
1327
+ **Heightened (+1)** The initial damage increases by 1d4 and the persistent fire damage on a critical hit by 1d4.
1328
+ spells.avatar.description: |-
1329
+ You transform into an avatar of your deity, taking a Huge battle form. You have hands and can take manipulate actions. You can Dismiss the spell. Whatever the form, you gain:
1330
+
1331
+ - AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.
1332
+ - 30 temporary Hit Points.
1333
+ - Darkvision and the cosmic trait.
1334
+ - Attacks specific to your deity's form, the only attacks you can Strike with; you're trained with them. Attack modifier +33, using the listed damage. Melee attacks are Strength-based (for enfeebled, for example) unless finesse; ranged attacks are Dexterity-based.
1335
+ - Athletics +35, unless your own is higher.
1336
+
1337
+ You also gain the abilities of your deity's form, one of the following (each gives the Speeds and attacks listed):
1338
+
1339
+ - Speed 50 feet, burrow 30 feet, immune to immobilized; ranged crossbolter (range increment 120 feet, reload 1) 6d10+3 piercing.
1340
+ - Speed 40 feet, swim 70 feet, immune to immobilized; melee rapier (deadly 3d8, disarm, finesse, reach 15 feet) 6d6+6 piercing; ranged breaching gun (range 120 feet) 6d6+3 piercing.
1341
+ - Speed 70 feet, immune to immobilized; melee doshko (reach 15 feet, sweep) 6d12+6 slashing; ranged, two actions, machine gun (analog, automatic, range 80 feet) 6d6+3 piercing.
1342
+ - Speed 50 feet, burrow 30 feet, immune to immobilized; melee jaws (reach 15 feet) 6d12+6 piercing; melee disintegration tendril (agile, reach 20 feet, versatile P) 6d8+6 acid.
1343
+ - Speed 70 feet, ignore difficult terrain and greater difficult terrain; melee singing spear (reach 20 feet, versatile P) 6d6+3 sonic; ranged singing spear (thrown 40 feet) 3d8+1 piercing plus 3d8+1 sonic.
1344
+ - Speed 70 feet, fly 70 feet, thoughtsense (precise) 60 feet; melee talon (reach 15 feet, versatile S) 6d8+6 acid; ranged pacifying buzz (nonlethal, range 60 feet) 6d6+3 mental.
1345
+ - Speed 30 feet, fly 70 feet, ignore hazardous terrain; melee inscrutable touch (caster, finesse, reach 15 feet) 6d6+3 fire; ranged plasma blast (range 100 feet) 6d8+3 fire plus 2d8 persistent electricity.
1346
+ - Speed 70 feet, fly 70 feet; melee polyglove (powered, professional [Computers], reach 15 feet, tech) 6d8+6 electricity; Area Fire, two actions, polyphonic jolt (30-foot cone, unwieldy) 6d6+3 electricity.
1347
+ - Speed 70 feet, climb 70 feet, immune to frightened; melee bite (reach 15 feet) 6d8+6 piercing; Area Fire, two actions, rat swarm (30-foot burst, range 120 feet) 4d6+4 piercing plus 2d6 mental.
1348
+ - Speed 70 feet, fly 70 feet, immune to emotion effects; melee whip (disarm, finesse, nonlethal, reach 10 feet, trip) 6d8+6 slashing; ranged aeon rifle (aeon, caster, range 120 feet) 6d6+4 fire.
1349
+ - Speed 70 feet, fly 70 feet, immune to slowed and stunned; melee battle ribbon (analog, finesse, reach 20 feet, trip) 6d8+6 slashing; Area Fire, two actions, fury storm (30-foot burst) 6d6+4 electricity.
1350
+ - No land Speed, fly 70 feet, immune to mental effects; ranged debris (range 120 feet) 6d10 void.
1351
+ - Speed 50 feet, burrow 30 feet, fly 50 feet, swim 50 feet; melee tentacle (agile, finesse, reach 20 feet, versatile S) 6d6 bludgeoning; ranged protoslime (range 120 feet) 6d6+3 poison.
1352
+ - Speed 70 feet, fly 70 feet; melee dagger (agile, finesse, reach 15 feet, thrown 40 feet, versatile S) 6d6+6 piercing; ranged spiral blast (damages only undead, range 120 feet) 6d8+3 vitality.
1353
+ - Speed 70 feet, fly 70 feet; melee puzzleblade (analog, breakdown, reach 15 feet) 6d6+3 slashing; ranged hearth blaze (fire, range 120 feet) 6d6+3 fire.
1354
+ - Speed 70 feet, your character and gear are immune to glitching; melee shock pad (nonlethal, reach 15 feet) 6d6+6 electricity; ranged logic blast (range 120 feet) 6d6+3 mental.
1355
+ - Speed 70 feet, fly 70 feet; melee scythe (deadly 3d10, reach 15 feet, trip) 6d10+6 slashing; ranged pallid bolt (range 120 feet) 6d6+3 void.
1356
+ - Speed 70 feet, fly 70 feet, immune to immobilized; melee battle glove (agile, free-hand) 6d4+6 bludgeoning; ranged laser rifle (range 100 feet) 6d8+6 fire.
1357
+ - Speed 30 feet, fly 70 feet, +4 status bonus to saves against mental effects; melee overwhelming touch (agile) 6d6+4 mental; ranged seeker rifle (range 120 feet) 6d10+2 piercing.
1358
+ - Speed 70 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain; melee painglaive (deadly 3d8, reach 20 feet) 6d8+6 slashing; ranged tortured opus (nonlethal, range 120 feet) 3d6+1 sonic plus 3d6+1 mental.
1359
+ spells.ill-omen.description: |-
1360
+ The target is struck with misfortune and attempts a Will save.
1361
+
1362
+ **Success** The target is unaffected.
1363
+
1364
+ **Failure** The first time during the duration the target attempts an attack roll or skill check, it rolls twice and uses the worse result.
1365
+
1366
+ **Critical Failure** Every time during the duration the target attempts an attack roll or skill check, it rolls twice and uses the worse result.
1367
+ spells.illusory-disguise.description: |-
1368
+ You make the target appear as another creature of the same body shape, of roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise typically hides identity but can't impersonate a specific individual. It changes appearance and voice, not mannerisms. You can change how its clothing and worn items look (armor as a dress, say). Held items are unaffected, and a worn item removed returns to its true appearance. You can Dismiss the spell.
1369
+
1370
+ Casting it counts as setting up a disguise for the Impersonate use of Deception; it ignores circumstance penalties for disguising as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others seeing through the disguise, and lets the target add its level to those checks even if untrained.
1371
+
1372
+ **Heightened (3rd)** The target can appear as any creature of the same size, even a specific individual. You must have seen the individual to copy their appearance and heard them to copy their voice.
1373
+
1374
+ **Heightened (4th)** You can target up to 10 willing creatures, choosing a different disguise for each, none impersonating a specific individual. You can Dismiss each disguise individually or all together.
1375
+
1376
+ **Heightened (7th)** As 4th rank, but disguises can impersonate specific individuals (same seen and heard requirements).
1377
+ spells.impaling-spike.description: |-
1378
+ A cold iron spike thrusts up from the earth beneath the target, dealing 8d6 piercing damage. The target attempts a Reflex save.
1379
+
1380
+ **Critical Success** The target dodges the spike and is unaffected.
1381
+
1382
+ **Success** The target takes half damage.
1383
+
1384
+ **Failure** The target is impaled through a leg or other nonvital part, takes full damage and, if standing on solid ground, is immobilized. It can Escape (DC is your spell DC). While impaled, it takes damage from any weakness to cold iron at the end of each of its turns.
1385
+
1386
+ **Critical Failure** As failure, but the target is impaled through a vital organ or its center of mass, takes double damage, and is off-guard while impaled.
1387
+
1388
+ **Heightened (+1)** The damage increases by 2d6.
1389
+ spells.implant-data.description: |-
1390
+ You reprogram a computer or device to display chosen data when accessed. You can implant one piece of data per spell rank: a simple fact (such as a creature's or object's location or description), an image, or a statement of up to 300 characters. When the target is accessed, the implanted data is the first data the accessing creature gains, whatever it's looking for. It doesn't stop access to other stored information or change how the device works. If the duration ends before the data is accessed, it vanishes.
1391
+
1392
+ **Heightened (3rd)** The duration is one year.
1393
+
1394
+ **Heightened (6th)** The duration is unlimited.
1395
+ spells.implosion.description: |-
1396
+ You crush the target by making it collapse in on itself, dealing 75 damage. The first time each round you Sustain the spell, you choose a new target for the same effect; a creature can't be targeted more than once per casting, and you can't affect more than one creature per turn. You can't target a creature that's incorporeal, gaseous, liquid, or otherwise lacks a solid form.
1397
+
1398
+ **Heightened (+1)** The damage increases by 10.
1399
+ spells.infuse-vitality.description: |-
1400
+ You empower attacks with vital energy. The number of targets equals the actions you spent Casting the Spell. Each target's unarmed and weapon Strikes deal an extra 1d4 vitality damage. If you have the holy trait, you can add it to this spell and to the affected Strikes.
1401
+
1402
+ **Heightened (3rd)** The extra damage is 2d4.
1403
+
1404
+ **Heightened (5th)** The extra damage is 3d4.
1405
+ spells.inject-nanobots.description: |-
1406
+ You inject magical nanobots into a creature. Make a melee spell attack roll. On a hit, the target takes 4d6 acid damage. On a critical hit, it takes double damage and is confused for 1 round as nanobots swarm its biological or mechanical systems.
1407
+
1408
+ **Heightened (+1)** The damage increases by 2d6.
1409
+ spells.injury-echo.description: |-
1410
+ You manifest an injury from the future or past to harm a creature in the present. Choose bludgeoning, piercing or slashing. The target takes 1d8 damage of that type with a basic Will save. If it fails and then takes the same damage type before the end of your next turn, it takes an additional 1d4 persistent bleed damage.
1411
+
1412
+ **Heightened (+2)** The initial damage increases by 1d8 and the persistent damage by 1d4.
1413
+ spells.insect-form.description: |-
1414
+ You transform into a Medium animal battle form of a simple bug; choose a form below. You can pick the specific bug (ladybug or scarab for beetle), which doesn't change Size or statistics. You gain the animal trait and can Dismiss the spell. In any form you gain:
1415
+
1416
+ - AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
1417
+ - 10 temporary Hit Points.
1418
+ - Low-light vision.
1419
+ - Attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +13, damage bonus +2. They're Strength-based (for enfeebled). If your own unarmed attack modifier is higher, use it.
1420
+ - Athletics +13, unless your own is higher.
1421
+
1422
+ Forms:
1423
+
1424
+ - **Ant** Speed 30 feet, climb 30 feet; mandibles 2d6 bludgeoning.
1425
+ - **Beetle** Speed 25 feet; mandibles 2d10 bludgeoning.
1426
+ - **Centipede** Speed 25 feet, climb 25 feet; darkvision; mandibles 1d8 piercing plus 1d4 persistent poison.
1427
+ - **Mantis** Speed 40 feet; imprecise scent 30 feet; foreleg 2d8 piercing.
1428
+ - **Scorpion** Speed 40 feet; darkvision, imprecise tremorsense 60 feet; stinger 1d8 piercing plus 1d4 persistent poison; pincer (agile) 1d6 bludgeoning.
1429
+ - **Spider** Speed 25 feet, climb 25 feet; darkvision; fangs 1d6 piercing plus 1d4 persistent poison; ranged web (range increment 20 feet) immobilizes the target for 1 round or until it Escapes.
1430
+
1431
+ **Heightened (4th)** The form is Large, attacks have 10-foot reach. 15 temporary HP, attack modifier +16, damage bonus +6, Athletics +16.
1432
+
1433
+ **Heightened (5th)** The form is Huge, attacks have 15-foot reach. 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), Athletics +20.
1434
+ spells.instant-virus.description: |-
1435
+ Your touch installs a self-replicating virus that disrupts a technological creature's programming. The target attempts a Fortitude save.
1436
+
1437
+ **Critical Success** The target is unaffected.
1438
+
1439
+ **Success** The target is glitching 1.
1440
+
1441
+ **Failure** The target is glitching 1 and stunned 1.
1442
+
1443
+ **Critical Failure** The target is glitching 2 and stunned 2.
1444
+ spells.interplanar-teleport.description: |-
1445
+ You and your allies move to another plane of existence. You must know the destination plane exists and use a magic planar key made from material of that plane as a locus. Keys for prominent planes are uncommon, like the spell; obscure planes and demiplanes often have rare or unique keys.
1446
+
1447
+ The spell is highly imprecise: you appear 1d20x25 miles from where one target (your choice) last was the last time it traveled to that plane. If it's the first trip to that plane for all targets, you appear at a random location on it. The spell gives no way back, though casting it again returns you to your previous plane barring extenuating circumstances.
1448
+ spells.invisibility.description: |-
1449
+ Illusions bend light around the target, making it invisible. It's undetected to all creatures, though they can attempt to find it, making it hidden to them instead. If the target uses a hostile action, the spell ends after that action completes.
1450
+
1451
+ **Heightened (4th)** The spell lasts 1 minute and doesn't end when the target uses a hostile action.
1452
+ spells.irradiate.description: |-
1453
+ You destabilize and decay the atoms around you into a burst of magically enhanced mild radiation. Creatures in the area attempt a Fortitude save against mild radiation sickness, using your spell DC in place of the normal Fortitude DC, with immediate onset and 1 round between stages. Technology doesn't gain glitching from this radiation.
1454
+
1455
+ **Heightened (5th)** The radiation is severe.
1456
+
1457
+ **Heightened (7th)** The radiation is extreme.
1458
+
1459
+ **Heightened (9th)** The radiation is incredible.
1460
+ spells.jump.description: |-
1461
+ Your legs surge with strength. You jump 30 feet in any direction without touching the ground. You must land on solid ground within 30 feet of you or fall after using your next action.
1462
+
1463
+ **Heightened (3rd)** The range is touch, the target is one touched creature, and the duration is 1 minute, letting the target jump this way whenever it takes the Leap action.
1464
+ spells.knock.description: |-
1465
+ You make the target door, lock or container easier to open, granting a +4 status bonus to any creature trying to open it with Athletics or Thievery. You can attempt a Thievery check to open it as part of casting _knock_, adding your level even if untrained.
1466
+
1467
+ _Knock_ counteracts _lock_.
1468
+ spells.laughing-fit.description: |-
1469
+ The target is overtaken with uncontrollable laughter and attempts a Will save.
1470
+
1471
+ **Critical Success** The target is unaffected.
1472
+
1473
+ **Success** The target can't use reactions.
1474
+
1475
+ **Failure** The target is slowed 1 and can't use reactions.
1476
+
1477
+ **Critical Failure** The target falls prone and can't use actions or reactions for 1 round, then takes the failure effects.
1478
+ spells.banishment.description: |-
1479
+ You send the target back to its home plane. The target attempts a Will save. You can spend an extra action while Casting the Spell and add a cost to give the creature a -2 circumstance penalty to its save; the cost is a specially gathered object anathema to the creature. The spell fails if you aren't on your home plane when you cast it.
1480
+
1481
+ **Critical Success** The target resists and you are stunned 1.
1482
+
1483
+ **Success** The target resists being banished.
1484
+
1485
+ **Failure** The target is banished.
1486
+
1487
+ **Critical Failure** The target is banished and can't return by any means to the plane it left for 1 week.
1488
+
1489
+ **Heightened (9th)** You can target up to 10 creatures. The extra cost affects targets to which it is anathema.
1490
+ spells.levitate.description: You defy gravity, levitating the target 5 feet off the ground. You can Sustain the spell to move the target up or down 10 feet. A creature floating from _levitate_ takes a -2 circumstance penalty to attack rolls; it can spend an Interact action to stabilize and negate the penalty for the rest of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (vertical, like a wall) or crawling (horizontal, like a ceiling). The GM decides which surfaces qualify.
1491
+ spells.life-seal.description: |-
1492
+ A shimmering bubble envelops the target, letting it breathe normally in a vacuum or other unsafe environment and protecting it from severe temperatures and radiation.
1493
+
1494
+ **Heightened (7th)** You can target up to 5 additional creatures, protecting them against the environment the triggering creature entered. The spell lasts 8 hours and also protects against extreme temperatures and radiation.
1495
+
1496
+ **Heightened (10th)** You can target up to 10 additional creatures, protecting them against the environment the triggering creature entered. The spell lasts until your next daily preparations and also protects against incredible temperatures and radiation.
1497
+ spells.light.description: |-
1498
+ You create an orb of light in a color you choose that sheds bright light in a 20-foot radius (and dim light for the next 20 feet). If created in the space of a willing creature, you can attach it so it floats near that creature as it moves. You can Sustain the spell to move the light up to 60 feet, attaching or detaching it from a creature as part of that movement. You can Dismiss the spell. If you Cast it while you already have four _light_ spells active, end one of them.
1499
+
1500
+ **Heightened (4th)** The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
1501
+ spells.lightning-bolt.description: |-
1502
+ A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage with a basic Reflex save.
1503
+
1504
+ **Heightened (+1)** The damage increases by 1d12.
1505
+ spells.logic-bomb.description: |-
1506
+ You implant a hazard packed with mind-blowing information into the target. The hazard has Stealth and Disable DCs equal to your spell DC and needs one successful Computers check to disable. The first time a creature unsuccessfully tries to access, destroy or otherwise manipulate the target (a failed Computers check, a Strike that misses, and so on), the bomb detonates and the creature takes 6d6 mental damage with a basic Will save. The spell ends when triggered or when the duration ends.
1507
+
1508
+ **Heightened (+1)** The damage increases by 2d6.
1509
+ spells.mask-of-terror.description: |-
1510
+ The target appears gruesome and terrifying, in a way unique to each observer. When a creature attempts a hostile action against the target, it attempts a Will save and is then temporarily immune until the end of its next turn.
1511
+
1512
+ **Success** The creature is unaffected.
1513
+
1514
+ **Failure** The creature becomes frightened 2 before using its action.
1515
+
1516
+ **Critical Failure** The creature becomes frightened 2 and its action fails and is wasted.
1517
+
1518
+ **Heightened (8th)** You can target up to 5 creatures. If a creature uses a hostile action or reaction affecting multiple targets at once, it attempts only one save against _mask of terror_.
1519
+ spells.battle-sonata.description: |-
1520
+ You amplify a dissonant song into a deadly wave dealing 4d10 sonic damage. Each creature attempts a Will save.
1521
+
1522
+ **Critical Success** The creature is unaffected.
1523
+
1524
+ **Success** The creature takes half damage.
1525
+
1526
+ **Failure** The creature takes full damage and is deafened for 1 round.
1527
+
1528
+ **Critical Failure** The creature takes double damage, is deafened for 1 minute and is stunned 1.
1529
+
1530
+ **Heightened (+1)** The damage increases by 1d10.
1531
+ spells.measure.description: |-
1532
+ You learn the approximate measurements (length, width, depth, height, weight) of creatures and objects you can observe in the area. If something extends beyond the area you learn only what lies within and nothing about what you can't observe (you can't learn the thickness or weight of a wall you see one side of, or the depth of water extending past the range). Each time you Sustain the spell you learn the exact measurements of one creature or object in the area, including imprecisions or anomalies that suggest structural weakness. Magically altered targets give information reflecting what you observe rather than accurate measurements.
1533
+
1534
+ **Heightened (+1)** The range increases by 100 feet.
1535
+ spells.mending.description: |-
1536
+ You repair the target item, restoring 5 Hit Points per spell rank, possibly removing the broken condition if this repairs it past the Broken Threshold. You can't replace lost pieces or repair a completely destroyed object.
1537
+
1538
+ **Heightened (2nd)** You can target a non-magical object of 1 Bulk or less.
1539
+
1540
+ **Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
1541
+ spells.metamorphosis.description: |-
1542
+ You hide forms within forms, transforming into any form you could choose with a polymorph spell in your repertoire, or could prepare, of 8th rank or lower (including heightened versions of spells you know). You gain 40 temporary Hit Points instead of the form's normal amount.
1543
+
1544
+ You can Sustain the spell to enter a new form you haven't used during this _metamorphosis_, which replenishes the temporary Hit Points from this spell.
1545
+ spells.mind-reading.description: |-
1546
+ You attempt to read the target's mind; it attempts a Will save, then is temporarily immune to your mind reading for 1 hour.
1547
+
1548
+ **Critical Success** The target perceives vague surface thoughts from you when you Cast the Spell.
1549
+
1550
+ **Success** You learn whether the target's Intelligence modifier is higher than, equal to or lower than yours.
1551
+
1552
+ **Failure** You perceive vague surface thoughts from the target and learn how its Intelligence compares to yours.
1553
+
1554
+ **Critical Failure** As failure, and for the duration you can Sustain the spell to detect the target's surface thoughts again, with no additional saves for the target.
1555
+ spells.mind-skewer.description: |-
1556
+ You overload a creature's mind with psychic information or divine judgments, dealing 2d6 mental damage. On a critical failure, the target is also stupefied 2 for 1 round.
1557
+
1558
+ **Heightened (+1)** The damage increases by 2d6.
1559
+ spells.mindlink.description: You link your mind to the target's and instantly impart an amount of information that would otherwise take 10 minutes to communicate.
1560
+ spells.mislead.description: |-
1561
+ You turn invisible and create an illusory duplicate of yourself. When you Sustain the spell, you can mentally dictate your duplicate's course of action that round; it acts as though it had your full number of actions but can't affect anything in the environment. Both the duplicate and your invisibility last for the duration. A hostile action doesn't end the invisibility, as with a 4th-rank _invisibility_. A creature that determines the duplicate is an illusion doesn't necessarily know you're invisible, and one that sees your invisible form doesn't necessarily know the duplicate is an illusion.
1562
+
1563
+ When you Cast a Spell, attack or otherwise interact with a creature, you can attempt a Deception check against observers' Perception DCs to convince them your duplicate took that action. It doesn't fool anyone aware the duplicate is an illusion or work if the action obviously couldn't have come from it (a ray can seem to come from a suitably positioned duplicate, but a sword attack against a target across the room from the duplicate automatically fails).
1564
+ spells.bind-undead.description: With a word of power you seize control of the target, which gains the minion trait. The spell ends if you or an ally uses any hostile action against the target.
1565
+ spells.monstrosity-form.description: |-
1566
+ You transform into a legendary monster in a Huge battle form: dust manta, nyssholora or space worm. You gain the beast trait and can Dismiss the spell. In any form you gain:
1567
+
1568
+ - AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.
1569
+ - 20 temporary Hit Points.
1570
+ - Darkvision.
1571
+ - Unarmed melee attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +28, using the listed damage. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it.
1572
+ - Athletics +30, unless your own is higher.
1573
+
1574
+ Forms:
1575
+
1576
+ - **Dust Manta** Speed 15 feet, burrow 40 feet; stinger (agile, finesse, reach 15 feet) 2d6+12 piercing plus 4d4 persistent poison. **Burrowing Charge** (two actions, move) Burrow up to twice your burrow Speed, then Leap vertically up to 25 feet, making a stinger Strike against a creature at any point in the jump. You then fall, taking no damage if you land on dirt or sand.
1577
+ - **Nyssholora** Speed 40 feet; jaws (reach 10 feet) 2d12+20 piercing; phasic blade (razing, reach 15 feet) 2d10+13 sonic; ranged tail scourge discharge (range increment 120 feet) 7d6 electricity. **Phasic Strike** Your phasic blade Strikes treat any object or construct they hit as having half its Hardness. **Phasic Flurry** (three actions, move, traversal) Stride up to your Speed, then make a phasic blade Strike against each creature within reach; each counts toward your multiple attack penalty, which doesn't increase until all have been made.
1578
+ - **Space Worm** Speed 40 feet, burrow 40 feet, swim 40 feet; jaws (reach 15 feet) 2d12+20 piercing; tongue (finesse, reach 30 feet) grabs the creature hit. It isn't immobilized but can't move beyond the tongue's reach. A creature can sever the tongue with a Strike against your AC dealing at least 30 slashing damage; this doesn't hurt you but stops tongue Strikes until you regrow it, such as by casting the spell again.
1579
+
1580
+ **Heightened (9th)** AC = 22 + your level, 25 temporary HP, attack modifier +31, damage increases by one die, Athletics +33.
1581
+ spells.motivating-ringtone.description: |-
1582
+ The target comm unit plays a personal theme song specific to its owner. While it keeps playing, the owner regains 1d8+4 Hit Points when you Cast the Spell, and gains a +5-foot status bonus to all Speeds and a +1 status bonus to saves against fear effects.
1583
+
1584
+ **Heightened (+1)** The healing increases by 1d8+4.
1585
+ spells.mountain-resilience.description: |-
1586
+ The target's skin hardens like mountain stone, granting resistance 5 to physical damage except adamantine. Each time a bludgeoning, piercing or slashing attack hits the target, the duration decreases by 1 minute.
1587
+
1588
+ **Heightened (6th)** The resistance is 10.
1589
+
1590
+ **Heightened (8th)** The resistance is 15.
1591
+
1592
+ **Heightened (10th)** The resistance is 20.
1593
+ spells.mystic-armor.description: |-
1594
+ You ward yourself with magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor you use your unarmored proficiency for AC.
1595
+
1596
+ **Heightened (4th)** You gain a +1 item bonus to saving throws.
1597
+
1598
+ **Heightened (6th)** The AC item bonus is +2 and the saving throw item bonus is +1.
1599
+
1600
+ **Heightened (8th)** The AC item bonus is +2 and the saving throw item bonus is +2.
1601
+
1602
+ **Heightened (10th)** The AC item bonus is +3 and the saving throw item bonus is +3.
1603
+ spells.nature-incarnate.description: |-
1604
+ You transform into an incarnation of nature, either a gwereiad queen (Medium, fey trait) or a kyokor (Gargantuan, 30-foot-by-30-foot space, beast trait). You can Dismiss the spell. In either form you gain:
1605
+
1606
+ - AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.
1607
+ - 30 temporary Hit Points.
1608
+ - Darkvision.
1609
+ - Attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +34, using the listed damage. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it.
1610
+ - Athletics +36, unless your own is higher.
1611
+
1612
+ Forms:
1613
+
1614
+ - **Gwereiad Queen** Speed 25 feet, fly 40 feet; gravity fist (agile, finesse, magical, reach 30 feet) 6d8+12 bludgeoning plus knockdown; ranged particle jet (range 100 feet) 3d6+3 bludgeoning plus 3d6+3 fire. **Singularity Field** (aura, primal, 60 feet) Enemies that end their turn in the area must succeed at a Reflex save against your spell DC or be pulled 5 feet toward you (10 feet on a critical failure).
1615
+ - **Kyokor** Speed 50 feet; resistance 5 to physical damage; jaws (reach 30 feet) 6d10+10 piercing; claws (agile, reach 30 feet) 6d8+8 slashing; foot (agile, reach 15 feet) 6d6+10 bludgeoning. **Unstoppable** You're immune to being immobilized and ignore difficult terrain and greater difficult terrain. **Demolish Structures** Your jaws, claws and foot Strikes deal an additional 6d10 damage to structures.
1616
+ spells.natures-pathway.description: |-
1617
+ You step into a living tree with a trunk big enough to hold you and instantly teleport to any similarly large-trunked tree within 5 miles. After entering the first tree you instantly know the rough locations of other sufficiently large trees in range and can exit from the original tree if you prefer. You can't carry extradimensional spaces with you; if you try, the spell fails.
1618
+
1619
+ **Heightened (6th)** The exit tree can be up to 50 miles away.
1620
+
1621
+ **Heightened (8th)** The exit tree can be up to 500 miles away.
1622
+
1623
+ **Heightened (9th)** The exit tree can be anywhere on the same planet.
1624
+ spells.never-mind.description: |-
1625
+ You drastically reduce the target's mental faculties; it attempts a Will save. Only effects that target curses can remove this curse.
1626
+
1627
+ **Critical Success** The target is unaffected.
1628
+
1629
+ **Success** The target is stupefied 2 for 1 round.
1630
+
1631
+ **Failure** The target is stupefied 4 with unlimited duration.
1632
+
1633
+ **Critical Failure** The target's intellect is permanently reduced below that of an animal; it treats its Charisma, Intelligence and Wisdom modifiers as -5 and loses all class abilities requiring mental faculties, including spellcasting. If the target is a PC, they become an NPC under the GM's control.
1634
+ spells.new-game.description: |-
1635
+ You draw creatures into a vidgame, digitizing their bodies, minds and equipment to play in virtual reality. The genre and effect depend on whom you target. Any creature targeted becomes immune to the spell for 24 hours, whatever genre it experiences.
1636
+
1637
+ - If you target yourself and any number of willing allies, the targets enter a relaxing slice-of-life social simulation where they can perform up to 1 hour of activities during the spell, including Refocusing, Repairing items, or evading an enemy by hiding in the virtual extradimensional space.
1638
+ - If you target yourself or one willing ally, plus one enemy, they enter a PvP game and must fight, using their current initiative. For the duration, either creature can manipulate fate once on each of its turns: roll twice and take the higher result on an attack roll or skill check against its opponent (fortune), or force the opponent to roll twice and take the lower result on a saving throw against one of its abilities (misfortune). The GM might add rules or subsystems for other genres. The spell ends if either target becomes unable to act or both agree to stop. Damage and conditions persist afterward. If a player dies in the game, they die in real life.
1639
+ - If you target one enemy, it enters a PvE or puzzle game that traps it until it completes the game. Once each turn it can spend 1 action to attempt a Computers or Perception check against your spell DC to escape. Teleportation doesn't help unless it can transport someone into or out of a virtual space. When the spell ends, whether by escape or duration, the target returns to the space it occupied when digitized, or the nearest one if that's now filled. The GM might allow other skill checks for other genres, but only if the target is proficient in the skill.
1640
+
1641
+ **Critical Success** The target completes the game and the spell ends.
1642
+
1643
+ **Success** The target makes progress toward completing the game. If it already made progress, it completes the game and the spell ends.
1644
+
1645
+ **Failure** The target makes no progress.
1646
+
1647
+ **Critical Failure** The target loses the game and starts over, losing all progress.
1648
+ spells.nightmare.description: |-
1649
+ You send disturbing nightmares to the target. The next time it falls asleep, it attempts a Will save. If you know the target only by name and have never met, it gets a +4 circumstance bonus to the save.
1650
+
1651
+ **Critical Success** The target is unaffected and temporarily immune for 1 week.
1652
+
1653
+ **Success** The target has the nightmares with no adverse effects beyond unpleasant memories.
1654
+
1655
+ **Failure** The target has the nightmares and awakens fatigued.
1656
+
1657
+ **Critical Failure** The target has the nightmares, awakens fatigued, and is drained 2 until no longer fatigued.
1658
+ spells.noise-blast.description: |-
1659
+ A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature attempts a Fortitude save.
1660
+
1661
+ **Critical Success** The creature is unaffected.
1662
+
1663
+ **Success** The creature takes half damage.
1664
+
1665
+ **Failure** The creature takes full damage and is deafened for 1 round.
1666
+
1667
+ **Critical Failure** The creature takes double damage, is deafened for 1 minute and is stunned 1.
1668
+
1669
+ **Heightened (+1)** The damage increases by 1d10.
1670
+ spells.oaken-resilience.description: |-
1671
+ The target's skin becomes tough like bark, granting resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action; this doesn't reduce that fire damage.
1672
+
1673
+ **Heightened (+2)** The resistances increase by 2 and the weakness by 3.
1674
+ spells.one-with-stone.description: You transform into stone or merge with stone, as for _one with plants_ but with stone. A stone you turn into has AC 23. You can Dismiss the spell.
1675
+ spells.overheat.description: |-
1676
+ You vent heat at a nearby target, dealing 2d6 fire damage. On a failed save, the target's held equipment becomes hot for the next round; unless it drops its held equipment at the start of its turn, it takes 3 fire damage.
1677
+
1678
+ **Heightened (+1)** The damage increases by 2d6 and the damage from touching affected objects by 3.
1679
+ spells.overload-systems.description: |-
1680
+ A wave of electrical interference deals 7d8 electricity damage to creatures in the area. Each creature attempts a Reflex save.
1681
+
1682
+ **Critical Success** The target is unaffected.
1683
+
1684
+ **Success** The target takes half damage.
1685
+
1686
+ **Failure** The target takes full damage and its items with the tech trait become glitching 1 for 1 minute or until the condition is removed.
1687
+
1688
+ **Critical Failure** The target takes double damage and its items with the tech trait become glitching 2 for 1 minute or until the condition is removed.
1689
+
1690
+ **Heightened (+1)** The damage increases by 1d8.
1691
+ spells.paralyze.description: |-
1692
+ You block the target's motor impulses, freezing it in place. It attempts a Will save.
1693
+
1694
+ **Critical Success** The target is unaffected.
1695
+
1696
+ **Success** The target is stunned 1.
1697
+
1698
+ **Failure** The target is paralyzed for 1 round.
1699
+
1700
+ **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 reduce the remaining duration by 1 round, or end it entirely on a critical success.
1701
+
1702
+ **Heightened (7th)** You can target up to 10 creatures.
1703
+ spells.peaceful-bubble.description: |-
1704
+ An opaque shell of drifting iridescent runes covers the area as a bubble; you can make the burst smaller in 10-foot increments. The runes don't block travel, but those inside and outside can't perceive each other, and detection and scrying effects are blocked.
1705
+
1706
+ Creatures sleeping inside are immune to dreams sent by spells. Those sleeping 8 hours reduce their doomed condition by 2 instead of 1.
1707
+ spells.peaceful-rest.description: |-
1708
+ The target corpse doesn't decay and can't be transformed into an undead. If a spell requires the corpse to have died within a time limit (such as _raise dead_), don't count this spell's duration against it. It also keeps ordinary bugs and pests from consuming the body.
1709
+
1710
+ **Heightened (5th)** The duration is unlimited, but the spell takes one more action to cast and requires embalming fluid worth 60 credits.
1711
+ spells.personal-gravity.description: You alter gravity's effect on you, treating gravity as one step higher or lower, your choice (in low gravity, standard or zero-g). While active, you reduce the distance of any forced movement affecting you by 5 feet (minimum 0) and ignore being clumsy and untethered because of gravity effects. You can Dismiss the spell.
1712
+ spells.pest-form.description: |-
1713
+ You transform into the battle form of a Tiny animal, such as a cat, insect, lizard or rat; the specific animal doesn't change your Size or statistics. You gain the animal trait, can't make Strikes, and can Dismiss the spell. You gain:
1714
+
1715
+ - AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
1716
+ - Speed 20 feet.
1717
+ - Weakness 5 to physical damage (you take 5 additional damage from it).
1718
+ - Low-light vision and imprecise scent 30 feet.
1719
+ - Acrobatics and Stealth +10, unless your own is higher; Athletics -4.
1720
+
1721
+ **Heightened (4th)** You can turn into a flying creature, such as a bird, gaining a fly Speed of 20 feet.
1722
+ spells.phantasmagoria.description: |-
1723
+ You fill the targets' minds with endless images of colliding dreams and lives, dealing 16d6 mental damage to each target, depending on its Will save.
1724
+
1725
+ **Critical Success** The target is unaffected.
1726
+
1727
+ **Success** The target takes half damage and can't use reactions until the start of your next turn.
1728
+
1729
+ **Failure** The target takes full damage and is confused until the start of your next turn.
1730
+
1731
+ **Critical Failure** The target takes double damage and is confused for 1 minute.
1732
+ spells.phantasmal-calamity.description: |-
1733
+ A vision of apocalyptic destruction fills the mind of each creature in the area, dealing 11d6 mental damage (basic Will save). On a critical failure the creature must also succeed at a Reflex save or believe it's trapped (in a fissure, adrift at sea, or some other fate fitting its vision); if it fails that save it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns; on a success it disbelieves the illusion and recovers from stunned.
1734
+
1735
+ **Heightened (+1)** The damage increases by 2d6.
1736
+ spells.phantasmal-fleet.description: "A vision of a hostile starship fleet, apparently 1,000 feet overhead and bombarding the ground with laser fire, fills the mind of each creature in the area, dealing 10d8 mental damage with a basic Will save. On a critical failure the target also believes it's being pursued and moves to take cover: it must spend an action to Take Cover on each of its turns, first moving to a new space or Dropping Prone if needed. It can attempt a new Will save at the end of each of its turns; on a success it disbelieves the phantasm and is no longer forced to Take Cover."
1737
+ spells.phantasmal-minion.description: You summon a phantasmal minion, roughly humanoid in shape. You can make it invisible or give it an ephemeral appearance, but it's obviously a magical effect, not a real creature.
1738
+ spells.phantom-pain.description: |-
1739
+ Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage, with a Will save.
1740
+
1741
+ **Critical Success** The target is unaffected.
1742
+
1743
+ **Success** The target takes full initial damage but no persistent damage, and the spell ends immediately.
1744
+
1745
+ **Failure** The target takes full initial and persistent damage and is sickened 1. If it recovers from sickened, the persistent damage and the spell end.
1746
+
1747
+ **Critical Failure** As failure, but the target is sickened 2.
1748
+
1749
+ **Heightened (+1)** The damage increases by 2d4 and the persistent damage by 1d4.
1750
+ spells.planar-palace.description: |-
1751
+ You grow an extradimensional demiplane holding a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere in range as a faint shimmering vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you Cast the Spell. Once inside, you can shut the entrance, making it invisible; you and those you designated can reopen it at will.
1752
+
1753
+ Inside is a mansion with a magnificent foyer and many opulent chambers, with any floor plan you imagine as you cast, fitting within 40 feet wide, 40 feet deep and 30 feet tall. While the entrance is closed, effects from outside fail to penetrate and vice versa, except _interplanar teleport_, which can be used to enter. You can observe the outside with scrying and similar effects only if they can cross planes.
1754
+
1755
+ A staff of up to 24 servants attends anyone inside, like the servant from _phantasmal minion_ but visible, with an appearance you choose when casting. The mansion is stocked with enough food for a nine-course banquet for 150 people.
1756
+ spells.plant-form.description: |-
1757
+ You transform into a Large plant battle form; choose a form below. You can substitute a similar plant (pitcher plant for flytrap, say), which doesn't change Size or statistics. You gain the plant trait and can Dismiss the spell. In any form you gain:
1758
+
1759
+ - AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.
1760
+ - 12 temporary Hit Points.
1761
+ - Resistance 10 to poison.
1762
+ - Low-light vision.
1763
+ - Unarmed melee attacks specific to the form, the only attacks you can Strike with; you're trained with them. Attack modifier +17, damage bonus +11. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it.
1764
+ - Athletics +19, unless your own is higher.
1765
+
1766
+ Forms:
1767
+
1768
+ - **Moonflower** Speed 30 feet; resistance 10 to electricity; bite (reach 15 feet) 2d10 piercing; root (reach 15 feet) 2d8 bludgeoning, and after a hit you can spend an action to Grab the target.
1769
+ - **Void Palm** Speed 15 feet; resistance 10 to poison; void frond (reach 10 feet) 2d8 slashing.
1770
+
1771
+ **Heightened (6th)** The form is Huge and attack reach increases by 5 feet. AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, Athletics +22.
1772
+ spells.pocket-vacuum.description: |-
1773
+ You create a sudden vacuum, forcing creatures in the area to hold their breath or fall unconscious and start suffocating. The explosive decompression deals 5d12 bludgeoning damage (basic Fortitude save) to each creature in the area when you cast the spell or that enters it during the duration, unless already in a vacuum. Creatures that critically fail are also knocked prone.
1774
+
1775
+ **Heightened (+1)** The damage increases by 1d12.
1776
+ spells.prestidigitation.description: |-
1777
+ The simplest magic does your bidding. For as long as you Sustain the spell, each time you Sustain it you can choose one of four effects. It can't deal damage or cause adverse conditions, and any change to an object (beyond what's noted) lasts only while you Sustain.
1778
+
1779
+ - **Cook** Cool, warm or flavor 1 pound of nonliving material.
1780
+ - **Lift** Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
1781
+ - **Make** Create a temporary object of negligible Bulk from congealed magical substance. It's crude, artificial and extremely fragile, and can't be used as a tool, weapon, or locus or cost for a spell.
1782
+ - **Tidy** Color, clean or soil an object of light Bulk or less. An object of 1 Bulk takes 10 rounds of concentration, and a larger one 1 minute per Bulk.
1783
+ spells.project-image.description: |-
1784
+ You project an illusory image of yourself. You must stay within range of it, and the spell ends if you can't see it. Whenever you Cast a Spell other than one with an emanation area, you can have the effect originate from you or the image. As an illusion, the image can't benefit from spells, though visual manifestations of them appear. It has your AC and saves; if it's hit by an attack or fails a save, the spell ends.
1785
+
1786
+ **Heightened (+2)** The maximum duration you can Sustain the spell increases to 10 minutes.
1787
+ spells.promession.description: |-
1788
+ You flash freeze a target, then send subsonic waves through it, potentially reducing it to fine powder. Make a spell attack against the target. On a hit it takes 6d8 cold damage and attempts a Fortitude save; on a critical hit its save result is one degree worse. A creature reduced to 0 Hit Points is blasted to fine powder; its gear remains.
1789
+
1790
+ **Critical Success** The target is unaffected by further damage.
1791
+
1792
+ **Success** The target takes an additional 3d8 sonic damage.
1793
+
1794
+ **Failure** The target takes an additional 6d8 sonic damage.
1795
+
1796
+ **Critical Failure** The target takes an additional 12d8 sonic damage.
1797
+
1798
+ **Heightened (+1)** The cold and sonic damage each increase by 1d8.
1799
+ spells.blur.description: The target's form appears blurry, making it concealed. Because its location stays obvious, it can't use this concealment to Hide or Sneak.
1800
+ spells.pummeling-rubble.description: |-
1801
+ A spray of heavy rocks flies in front of you, dealing 2d4 bludgeoning damage to each creature in the area, who each attempt a Reflex save.
1802
+
1803
+ **Critical Success** The creature is unaffected.
1804
+
1805
+ **Success** The creature takes half damage.
1806
+
1807
+ **Failure** The creature takes full damage and is pushed 5 feet away from you.
1808
+
1809
+ **Critical Failure** The creature takes double damage and is pushed 10 feet away from you.
1810
+
1811
+ **Heightened (+1)** The damage increases by 2d4.
1812
+ spells.raise-dead.description: |-
1813
+ You call forth a dead creature's soul; its body must be present and relatively intact, and it must have died within the past 3 days. If the GM decides the creature's time has truly come, or it doesn't wish to return, the spell automatically fails and the cost isn't consumed.
1814
+
1815
+ On success the creature returns to life with 1 Hit Point, no prepared spells or spell slots, no points in any pools or other daily resources, and any long-term debilitations of its old body. Its time in the afterlife leaves it clumsy 2, drained 2 and enfeebled 2 for 1 week; these can't be removed or reduced by any means until the week passes. It is also permanently changed by the experience, such as a slight personality shift, a streak of white in the hair or a new birthmark.
1816
+
1817
+ **Heightened (7th)** The maximum target level is 15. The cost is the target's level (minimum 1) x 4,000 credits.
1818
+
1819
+ **Heightened (8th)** The maximum target level is 17. The cost is the target's level (minimum 1) x 8,000 credits.
1820
+
1821
+ **Heightened (9th)** The maximum target level is 19. The cost is the target's level (minimum 1) x 16,000 credits.
1822
+
1823
+ **Heightened (10th)** The maximum target level is 21. The cost is the target's level (minimum 1) x 32,000 credits.
1824
+ spells.read-aura.description: |-
1825
+ You focus on the target object and perceive magical auras. When casting completes, you know whether it's magical. You and anyone you advise about the aura gain a +2 circumstance bonus to Identify Magic on it. If the object is illusory, you detect this only if the effect's rank is lower than your _read aura_'s rank.
1826
+
1827
+ **Heightened (3rd)** You can target up to 10 objects.
1828
+
1829
+ **Heightened (6th)** You can target any number of objects.
1830
+ spells.recharge-weapon.description: |-
1831
+ You touch a weapon with no ammunition left and recharge it with magical energy. Until the end of your next turn it has ammunition or charges equal to its expend, letting its holder make one Strike. It only recharges weapons using ammunition costing 10 credits or less.
1832
+
1833
+ **Heightened (3rd)** It gains double its expend.
1834
+
1835
+ **Heightened (6th)** It gains triple its expend.
1836
+
1837
+ **Heightened (9th)** It gains quadruple its expend.
1838
+ spells.remake.description: |-
1839
+ You fully re-create an object from nothing, even a destroyed one. You must be able to picture it in your mind, and even a tiny remnant (a speck of dust left by disintegration) is enough. The spell fails if your mental image relied on too much guesswork, if the object wouldn't fit in a 5-foot cube, if it still exists and you simply didn't know, or if it's an artifact, has a level over 20, or has similarly vast magical power.
1840
+
1841
+ The item reassembles in perfect condition, even if you pictured it damaged or weathered. A magical object typically regains its constant magical properties but not temporary ones such as charges or one-time uses. An item with charges or daily uses has all of them expended when remade, then replenishes normally.
1842
+ spells.reorient.description: Using vital energy and acupressure, you help the target regain its footing. It loses the off-guard condition and becomes immune to it until the start of your next turn, even when applied circumstantially such as by flanking or being prone. It is then immune to _reorient_ for 10 minutes.
1843
+ spells.resist-energy.description: |-
1844
+ A shield of elemental energy protects a creature against one energy type you choose: acid, cold, electricity, fire or sonic. The target and its gear gain resistance 5 to it.
1845
+
1846
+ **Heightened (4th)** The resistance is 10 and you can target up to two creatures.
1847
+
1848
+ **Heightened (7th)** The resistance is 15 and you can target up to five creatures.
1849
+ spells.retrocognition.description: |-
1850
+ You open your mind to mental echoes and gain impressions of past events at your location. During the first minute you perceive impressions from the last day, the next minute those from the day before, and so on. They aren't a vision but impressions of emotions and metaphors giving cryptic clues about the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of 30 to 50 depending on the event's severity; the GM decides whether an event is traumatic and sets the DC.
1851
+
1852
+ **Heightened (8th)** Each minute covers a year instead of a day, though detail diminishes, making it harder to distinguish impressions from all but major events.
1853
+
1854
+ **Heightened (9th)** Each minute covers a century instead of a day, making it almost impossible to distinguish impressions from all but the most major events.
1855
+ spells.ricochet.description: |-
1856
+ A spinning disk or smooth orb of shimmering steel leaps from target to target, dealing 2d4 bludgeoning or slashing damage (basic Reflex save).
1857
+
1858
+ **Heightened (+1)** The damage increases by 1d4.
1859
+ spells.rocket-dash.description: |-
1860
+ You emit a rocket of flame behind you and blast forward, moving in a straight line up to twice your Speed. You can move through creatures' spaces and the movement doesn't trigger reactions. Creatures in the area take 6d12 fire damage with a basic Reflex save; on a critical failure a creature also takes 2d6 persistent fire damage and is dazzled for 1 round. You reappear at the end of the line.
1861
+
1862
+ **Heightened (+2)** The fire damage increases by 2d12 and the persistent damage by 1d6.
1863
+ spells.root-of-all-pain.description: |-
1864
+ You push a tiny root into the target's body; it grows through the nervous system, feeding on the signals of agonizing pain. The target attempts a Fortitude save.
1865
+
1866
+ **Critical Success** The target is unaffected.
1867
+
1868
+ **Success** The target takes 2d8 mental damage the first time each round it performs any action other than a purely mental one such as Recall Knowledge (or others per the GM).
1869
+
1870
+ **Failure** As success, but 4d8 mental damage and the target is slowed 1 for the duration.
1871
+
1872
+ **Critical Failure** As success, but 6d8 mental damage and the target is slowed 2 for the duration.
1873
+ spells.breathe-fire.description: |-
1874
+ A gout of flame sprays from your mouth, dealing 2d6 fire damage to creatures in the area with a basic Reflex save.
1875
+
1876
+ **Heightened (+1)** The damage increases by 2d6.
1877
+ spells.scan-environment.description: |-
1878
+ You analyze the natural environment within 1 mile. You forecast the weather for the next hour, including its direction; learn which atmospheres, biomes and gravity are present and the direction and distance to them; and learn whether anything presents an environmental hazard, including cold or heat dangers (and temperature range), radiation (and severity), smoke and underwater conditions. This detects only large effects spanning spaces over 30 feet across, and you get a general sense of where and how far away the dangers are.
1879
+
1880
+ **Heightened (+1)** The scanned radius increases by 1 mile.
1881
+ spells.seek-the-stars.description: |-
1882
+ In your mind's eye you chart a path through the cosmos. You immediately know the direction to the nearest hyperspace beacon.
1883
+
1884
+ **Heightened (7th)** You can instead know the direction to a familiar location, such as a world or way station you've visited.
1885
+ spells.selective-invisibility.description: |-
1886
+ A willing creature you touch becomes invisible to everyone except a second target within range. If the invisible creature uses a hostile action against anyone other than the target who can see it, the spell ends after that action completes.
1887
+
1888
+ **Heightened (5th)** You can make up to 6 willing creatures within 30 feet invisible, all sharing the same target.
1889
+ spells.shape-stone.description: |-
1890
+ You shape stone into a rough form of your choice; the shaping is too crude for intricate parts, fine details or moving pieces. Creatures standing atop the stone when you reshape it each attempt a Reflex save or Acrobatics check.
1891
+
1892
+ **Success** The creature is unaffected.
1893
+
1894
+ **Failure** The creature falls prone atop the stone.
1895
+
1896
+ **Critical Failure** The creature falls off the stone (if applicable) and lands prone.
1897
+ spells.shape-wood.description: You shape wood into a rough form of your choice; the shaping is too crude for intricate parts, fine details or moving pieces. You can't use it to increase the value of the wooden object.
1898
+ spells.cairn-form.description: |-
1899
+ The target's skin becomes a thick carapace of solid stone, granting resistance 5 to physical damage except adamantine. The target gains a fist unarmed attack dealing 2d6 bludgeoning damage, using its highest weapon or unarmed proficiency and adding weapon specialization or greater weapon specialization damage if it has them. On a critical hit with these attacks, the creature struck must succeed at a Fortitude save against the target's class DC or be stunned 1 for 1 round.
1900
+
1901
+ **Heightened (6th)** The resistance is 10 and the damage 3d6.
1902
+
1903
+ **Heightened (10th)** The resistance is 20 and the damage 4d6.
1904
+ spells.share-pain.description: |-
1905
+ You telepathically share agonizing pain with a creature, which takes 3d12 mental damage and attempts a Will save.
1906
+
1907
+ **Critical Success** The creature is unaffected.
1908
+
1909
+ **Success** The creature takes half damage.
1910
+
1911
+ **Failure** The creature takes full damage and is clumsy 1 for 1 minute.
1912
+
1913
+ **Critical Failure** The creature takes full damage and is clumsy 2 for 1 minute.
1914
+
1915
+ **Heightened (6th)** The spell targets up to four creatures and deals 6d12 mental damage.
1916
+ spells.shatter.description: |-
1917
+ A high-frequency sonic attack shatters a nearby object, dealing 2d10 sonic damage to it and ignoring its Hardness if that is 4 or lower.
1918
+
1919
+ **Heightened (+1)** The damage increases by 1d10 and the Hardness ignored by 2.
1920
+ spells.shield.description: |-
1921
+ You raise a magical shield of force. This counts as the Raise a Shield action, giving a +1 circumstance bonus to AC until the start of your next turn, but needs no hand. While the spell lasts you can use Shield Block with the shield, which has Hardness 5. You can use the reaction to reduce damage from any spell or magical effect, even non-physical. After you Shield Block, the spell ends and you can't cast it again for 10 minutes.
1922
+
1923
+ **Heightened (+2)** The shield's Hardness increases by 5.
1924
+ spells.shifting-surge.description: |-
1925
+ A surge of magical energy changes the weapon's damage type. Its next Strike deals your choice of acid, cold, electricity, fire or sonic damage and an additional 1d6 damage of the weapon's normal damage type.
1926
+
1927
+ **Heightened (+2)** The extra damage increases by 1d6.
1928
+ spells.sift-the-sphere.description: |-
1929
+ You ritually sift the local infosphere for insight. While casting, ask about the results of a particular course of action. The spell predicts up to 30 minutes ahead and gives the GM's best guess among these outcomes:
1930
+
1931
+ - **Weal** The results will be good.
1932
+ - **Woe** The results will be bad.
1933
+ - **Weal and Woe** A mix of good and bad.
1934
+ - **Nothing** No particularly good or bad results. The GM rolls a secret DC 6 flat check; on a failure the result is always "nothing," so you can't tell whether "nothing" is accurate. If someone asks about the same topic as the first casting during another casting, the GM reuses the first secret roll. If circumstances change, a different result is possible.
1935
+
1936
+ **Heightened (4th)** The spell predicts up to 1 week ahead.
1937
+ spells.singularity-seed.description: |-
1938
+ A tiny dense particle blossoms into a gravitational singularity that pulls creatures toward it and spatially compresses those moved into it. You create it in an unoccupied 5-foot square. When cast, all creatures and unsecured objects in a 50-foot emanation around it are pulled toward it depending on their Reflex save, closest first, so they may block those pulled later.
1939
+
1940
+ Creatures' spaces can overlap in the singularity's square. A creature or object that enters it or ends its turn there takes 10d10 bludgeoning damage with no save. While in it, a creature can take no actions except to Escape against your spell DC. When the spell ends the singularity disappears and overlapping creatures move to the closest unoccupied space, as the GM determines.
1941
+
1942
+ Squares in the emanation are difficult terrain for creatures moving away from the singularity, and creatures moving toward it move 10 feet for each 5 feet of movement spent.
1943
+
1944
+ A creature attempts a Reflex save if it's in the area when the spell is cast and when it ends its turn there.
1945
+
1946
+ **Critical Success** The creature is unaffected.
1947
+
1948
+ **Success** The creature is pulled 10 feet toward the singularity.
1949
+
1950
+ **Failure** The creature is pulled 20 feet toward it.
1951
+
1952
+ **Critical Failure** The creature is pulled 30 feet toward it.
1953
+ spells.call-cosmos.description: |-
1954
+ You call down a vertical column of burning stars and frozen comet chunks that shrouds the terrain in stardust. It deals 5d12 cold damage and 5d12 fire damage to every creature in the area when you Cast the Spell. For the duration the material reduces visibility and mobility: the area is greater difficult terrain and everything seen within or through it is concealed.
1955
+
1956
+ **Heightened (10th)** The cold and fire damage each increase by 2d12.
1957
+ spells.skim-data.description: You touch one object and concentrate on a dataset in it, such as a story, message, file, infosphere site, audio recording or video. You grasp its gist and can quickly locate the pages or sections most relevant to your search. The spell fails if the dataset is in a language you don't know, or if you try to gain information from a computer you can't access (such as one with an unknown password). If you Cast it as part of a Research activity, you treat a critical failure as a failure.
1958
+ spells.fiery-wings.description: |-
1959
+ Wings of plasma grow from your body. You gain a fly Speed equal to your Speed or 20 feet, whichever is greater. Your arms (or primary set of arms) become wings that can't hold items or wield weapons, and you drop anything held in them. You gain a wing unarmed attack dealing 1d8 fire damage with the backswing, reach and unarmed traits. On a critical hit, the target takes 2 persistent electricity damage.
1960
+
1961
+ **Heightened (5th)** Wings deal 2d8 fire damage and 4 persistent electricity damage on a critical hit. The duration is 5 minutes.
1962
+
1963
+ **Heightened (7th)** Wings deal 3d8 fire damage and 6 persistent electricity damage on a critical hit. The duration is 1 hour.
1964
+
1965
+ **Heightened (9th)** Wings deal 4d8 fire damage and 8 persistent electricity damage on a critical hit. The duration is 8 hours.
1966
+ spells.sleep.description: |-
1967
+ Each creature in the area becomes drowsy and may nod off. A creature that falls unconscious from the spell doesn't fall prone or release what it holds. The spell doesn't stop creatures waking from a successful Perception check, limiting its use in combat.
1968
+
1969
+ **Critical Success** The creature is unaffected.
1970
+
1971
+ **Success** The creature takes a -1 status penalty to Perception checks for 1 round.
1972
+
1973
+ **Failure** The creature falls unconscious, waking automatically after 1 minute.
1974
+
1975
+ **Critical Failure** The creature falls unconscious, waking automatically after 1 hour.
1976
+
1977
+ **Heightened (4th)** Creatures are unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone, release what they hold, and can't attempt Perception checks to wake. When the duration ends they're sleeping normally instead of waking automatically.
1978
+ spells.slice-reality.description: |-
1979
+ You slice through reality, forming a chasm of life-draining entropy in a straight line 20 feet high, 120 feet long and 2 inches thick. The chasm provides cover. It deals 7d8 void damage (basic Reflex save) to each creature in its space when created, that tries to pass through, or that ends its turn inside. A creature that succeeds on the save when the chasm is created is pushed to the nearest space on the side of its choice. A creature that critically fails when trying to move through fails to do so, ending its movement next to the chasm.
1980
+
1981
+ **Heightened (+1)** The damage increases by 1d8.
1982
+ spells.slow.description: |-
1983
+ You dilate time around the target, slowing its actions.
1984
+
1985
+ **Critical Success** The target is unaffected.
1986
+
1987
+ **Success** The target is slowed 1 for 1 round.
1988
+
1989
+ **Failure** The target is slowed 1 for 1 minute.
1990
+
1991
+ **Critical Failure** The target is slowed 2 for 1 minute.
1992
+
1993
+ **Heightened (6th)** You can target up to 10 creatures.
1994
+ spells.sonic-scream.description: |-
1995
+ A cathartic scream unleashes a rapid cone of vibrations, dealing 1d8 sonic damage to creatures in the area with a basic Fortitude save. A creature that fails is also sickened 1.
1996
+
1997
+ **Heightened (+1)** The damage increases by 1d8.
1998
+ spells.soothe.description: |-
1999
+ You grace the target's mind, boosting its mental defenses and healing its wounds. It regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
2000
+
2001
+ **Heightened (+1)** The healing increases by 1d10+4.
2002
+ spells.soul-surge.description: |-
2003
+ You channel your life force into a spear of energy. You lose 6 Hit Points or, if you're in a bond with a vitality network that has at least 12 Hit Points, you can reduce the bond's Hit Points by 12 instead. Make a ranged spell attack against the target's AC. On a hit you deal 6d6 spirit damage; on a critical hit the target takes double damage and is drained 1.
2004
+
2005
+ **Heightened (+1)** The damage increases by 2d6 and the Hit Points lost by 2 (or 4 if spent from a vitality network).
2006
+ spells.sound-body.description: |-
2007
+ You send healing energy to restore the target's body. Attempt to counteract an effect of your choice imposing blinded, dazzled, deafened, enfeebled or sickened on the target. If you didn't counteract it but would have if its counteract rank were 2 lower, instead suppress it until the beginning of your next turn; its duration doesn't elapse while suppressed. This can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state.
2008
+
2009
+ **Heightened (4th)** Add drained and slowed to the conditions.
2010
+
2011
+ **Heightened (8th)** Add stunned to the conditions.
2012
+ spells.speak-with-animals.description: You can ask questions of, receive answers from, and use Diplomacy with animals. The spell doesn't make them friendlier than normal. Cunning animals tend to be terse and evasive, while less intelligent ones often make inane comments.
2013
+ spells.speak-with-computers.description: |-
2014
+ You can ask questions of and receive answers from the synthetic spirits inhabiting a computer. They manifest in its code, often with personalities colored by the device's nature, condition, applications and settings. A computer's perspective and knowledge differ enough from a human's that it doesn't consider the same details important; it can mostly answer questions about creatures that interfaced with it in the past and what information is concealed in its files.
2015
+
2016
+ **Heightened (6th)** The duration is 8 hours.
2017
+ spells.stumble.description: |-
2018
+ A burst of microgravity causes a tremor around the target, pulling it toward the ground. The target attempts a Reflex save.
2019
+
2020
+ **Failure** The target is off-guard for 1 round. If it was flying, swimming or floating, it falls 10 feet downward.
2021
+
2022
+ **Critical Failure** The target falls prone. If it was flying, swimming or floating, it falls 20 feet downward.
2023
+
2024
+ **Heightened (+1)** If the target falls, it falls an additional 5 feet on a failure and 10 feet on a critical failure.
2025
+ spells.stupefy.description: |-
2026
+ You dull the target's mind, depending on its Will save.
2027
+
2028
+ **Critical Success** The target is unaffected.
2029
+
2030
+ **Success** The target is stupefied 1 until the start of your next turn.
2031
+
2032
+ **Failure** The target is stupefied 2 for 1 minute.
2033
+
2034
+ **Critical Failure** The target is stupefied 3 for 1 minute.
2035
+ spells.carcinization.description: |-
2036
+ You manipulate the target's genetic code, pressuring it to become a crab. A willing target fully transforms into a crab, as if it had cast _animal form_ heightened to this spell's rank, with these statistics: Speed 25 feet, swim 15 feet; big claw 2d8 piercing; claw (agile) 2d4 piercing; breathes air and water.
2037
+
2038
+ Unwilling targets attempt a Fortitude save.
2039
+
2040
+ **Critical Success** The target is unaffected.
2041
+
2042
+ **Success** The target's body gains minor crab features, its appendages becoming claws, and it is clumsy 1.
2043
+
2044
+ **Failure** The target becomes a partial crab-like being, clumsy 1, stupefied 1 and sickened 1.
2045
+
2046
+ **Critical Failure** The target becomes a partial crab-like being, clumsy 2, stupefied 2 and sickened 2.
2047
+ spells.subconscious-suggestion.description: |-
2048
+ You implant a subconscious suggestion for the target to follow when a trigger you specify occurs. The directive must seem a logical course of action to the target and can't be self-destructive or obviously against its self-interest. The target attempts a Will save.
2049
+
2050
+ **Critical Success** The target is unaffected and knows you tried to control it.
2051
+
2052
+ **Success** The target is unaffected and thinks you were just talking to it normally.
2053
+
2054
+ **Failure** The suggestion stays in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows it. The effect lasts 1 minute, or until the target completes a finite suggestion or it becomes self-destructive or has other obvious negative effects.
2055
+
2056
+ **Critical Failure** As failure, but the duration is 1 hour.
2057
+
2058
+ **Heightened (9th)** You can target up to 10 creatures.
2059
+ spells.subjective-reality.description: You convince yourself that another creature or object you can perceive within range is an illusion. For you, it becomes transparent and gives off no sound, smell or other sensory output. You can move through it and it through you. You gain resistance to all damage originating from it equal to your level. If you're targeted by or in the area of one of its abilities or effects, it must succeed at a DC 5 flat check or you're unaffected. You're immune to all its auditory, linguistic and scent-based attacks and effects. Your attacks deal no damage to it, and it's immune to your spells and other effects. You and it can still affect each other indirectly, such as through a minion's Strike or an environment altered by a quantum field. When the spell ends, the target is immune to _subjective reality_ for 24 hours.
2060
+ spells.suggestion.description: |-
2061
+ Your honeyed words are hard to resist. You suggest a course of action to the target, phrased to seem logical to it and not self-destructive or obviously against its self-interest. The target attempts a Will save.
2062
+
2063
+ **Critical Success** The target is unaffected and knows you tried to control it with a spell.
2064
+
2065
+ **Success** The target is unaffected.
2066
+
2067
+ **Failure** The target immediately follows your suggestion. The spell lasts 1 minute, or until the target completes a finite suggestion or it becomes self-destructive or has other obvious negative effects.
2068
+
2069
+ **Critical Failure** As failure, but the base duration is 1 hour.
2070
+
2071
+ **Heightened (8th)** You can target up to 10 creatures.
2072
+ spells.summon-animal.description: |-
2073
+ You summon a creature with the animal trait and a level of -1 to fight for you.
2074
+
2075
+ **Heightened** As listed in the summon trait.
2076
+ spells.summon-celestial.description: |-
2077
+ You summon a creature with the celestial trait and a level of 5 or lower to fight for you. The GM might decide your deity restricts which celestials you can summon.
2078
+
2079
+ **Heightened** As listed in the summon trait.
2080
+ spells.summon-construct.description: |-
2081
+ You summon a creature with the construct trait and a level of -1 to fight for you.
2082
+
2083
+ **Heightened** As listed in the summon trait.
2084
+ spells.summon-dragon.description: |-
2085
+ You summon a creature with the dragon trait and a level of 5 or lower to fight for you. If the dragon has a magical tradition trait (arcane, divine, occult or primal), you can summon it only if you cast the spell using that tradition.
2086
+
2087
+ **Heightened** As listed in the summon trait.
2088
+ spells.summon-elemental.description: |-
2089
+ You summon a creature with the elemental trait and a level of 1 or lower to fight for you.
2090
+
2091
+ **Heightened** As listed in the summon trait.
2092
+ spells.summon-entity.description: |-
2093
+ You summon a creature with the aberration trait and a level of 5 or lower to fight for you.
2094
+
2095
+ **Heightened** As listed in the summon trait.
2096
+ spells.summon-fey.description: |-
2097
+ You summon a creature with the fey trait and a level of -1 to fight for you.
2098
+
2099
+ **Heightened** As listed in the summon trait.
2100
+ spells.adhere.description: |-
2101
+ You create a molecular bond between an unattended object you touch (or hold) and another object or surface it touches. Pulling it free requires a successful Athletics check against your spell DC to Force Open.
2102
+
2103
+ If you instead touch an unoccupied 5-foot square, that surface becomes charged with adhering magic and the space becomes greater difficult terrain.
2104
+ spells.summon-fiend.description: |-
2105
+ You summon a creature with the fiend trait and a level of 5 or lower to fight for you. The GM might decide your deity restricts which fiends you can summon (a patron archdevil might allow devils but not other fiends).
2106
+
2107
+ **Heightened** As listed in the summon trait.
2108
+ spells.summon-giant.description: |-
2109
+ You summon a creature with the giant trait and a level of 5 or lower to fight for you.
2110
+
2111
+ **Heightened** As listed in the summon trait.
2112
+ spells.summon-monitor.description: |-
2113
+ You summon a creature with the monitor trait and a level of 5 or lower to fight for you. The GM might decide your deity restricts which monitors you can summon (a deity might forbid psychopomps, say).
2114
+
2115
+ **Heightened** As listed in the summon trait.
2116
+ spells.summon-plant-or-fungus.description: |-
2117
+ You summon a creature with the plant or fungus trait and a level of -1 to fight for you.
2118
+
2119
+ **Heightened** As listed in the summon trait.
2120
+ spells.summon-robot.description: |-
2121
+ You summon a creature with the tech trait and a level of -1 to fight for you.
2122
+
2123
+ **Heightened** As listed in the summon trait.
2124
+ spells.summon-undead.description: |-
2125
+ You summon a creature with the undead trait and a level of -1 to fight for you.
2126
+
2127
+ **Heightened** As listed in the summon trait.
2128
+ spells.supercharge-weapon.description: |-
2129
+ You condense ambient magical energy to power up a weapon. Its next Strike is supercharged, dealing an additional 1d6 damage of the weapon's normal damage type.
2130
+
2131
+ **Heightened (+2)** The extra damage increases by 1d6.
2132
+ spells.sure-footing.description: |-
2133
+ You free the target's limbs from ailments that impede mobility. Attempt to counteract an effect of your choice imposing clumsy, grabbed or paralyzed on the target. If you didn't counteract it but would have if its counteract rank were 2 lower, instead suppress it until the beginning of your next turn; its duration doesn't elapse while suppressed. This can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state.
2134
+
2135
+ **Heightened (4th)** Add immobilized, restrained and slowed to the conditions.
2136
+
2137
+ **Heightened (6th)** Add petrified.
2138
+
2139
+ **Heightened (8th)** Add stunned.
2140
+ spells.caustic-blast.description: |-
2141
+ You fling a glob of acid that detonates, spraying nearby creatures for 1d8 acid damage with a basic Reflex save; on a critical failure a creature also takes 1 persistent acid damage.
2142
+
2143
+ **Heightened (+2)** The initial damage increases by 1d8 and the persistent damage by 1.
2144
+ spells.sure-strike.description: A glimpse of the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required because the target is concealed or hidden. You are then temporarily immune to _sure strike_ for 10 minutes.
2145
+ spells.synaptic-pulse.description: |-
2146
+ A pulsating mental blast penetrates the minds of all enemies in the area, each attempting a Will save.
2147
+
2148
+ **Critical Success** The creature is unaffected.
2149
+
2150
+ **Success** The creature is stunned 1.
2151
+
2152
+ **Failure** The creature is stunned 2.
2153
+
2154
+ **Critical Failure** The creature is stunned for 1 round.
2155
+ spells.tailwind.description: |-
2156
+ You gain a +10-foot status bonus to your Speed.
2157
+
2158
+ **Heightened (2nd)** The duration is 8 hours.
2159
+ spells.telekinetic-haul.description: You move the target up to 20 feet, possibly suspending it in midair. When you Sustain the spell, you can move it again, or shift your focus to a different eligible target within range and move that instead.
2160
+ spells.telekinetic-strangulation.description: You telekinetically grip a creature's throat or similar vital anatomy, lifting it a few inches off the ground as it struggles to breathe. Make a ranged spell attack against its AC. On a hit you deal 6d12 bludgeoning damage and the target is immobilized; while so immobilized it must hold its breath or begin suffocating. The first time each round you Sustain the spell, the target takes 1d12 bludgeoning damage, stays immobilized and must keep holding its breath. It can attempt to Escape (DC is your spell DC; the incapacitation trait applies).
2161
+ spells.caustic-conversion.description: |-
2162
+ You launch a torrent of magical nanites that dissolve your target. Make a ranged spell attack. On a hit you deal 3d8 acid damage plus 1d6 persistent acid damage; on a critical hit the initial damage (not the persistent) is doubled.
2163
+
2164
+ **Heightened (+2)** The initial damage increases by 2d8 and the persistent damage by 1d6.
2165
+ spells.telekinetic-tantrum.description: |-
2166
+ You launch a barrage of psychokinetic energy. When you Cast the Spell and the first time each round you Sustain it, choose one effect; you can't choose the same one twice in a row.
2167
+
2168
+ - **Back Off!** Hurl up to 15 objects or creatures up to 40 feet in any direction (including up or down), up to 40 Bulk total per creature or object. Creatures take bludgeoning damage based on the distance moved and land prone, as though they'd taken falling damage. Creatures that succeed on a Fortitude save against the spell aren't moved.
2169
+ - **Hard Rain** Pummel all creatures in the area with debris, dealing 5d10 bludgeoning damage with a basic Reflex save.
2170
+ - **Psychokinetic Slam** Slam your psychokinetic storm into all creatures in the area. Make a ranged spell attack roll; each target you hit takes 7d6 force damage and is stunned 1.
2171
+ spells.telepathy.description: |-
2172
+ You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you.
2173
+
2174
+ **Heightened (6th)** You can communicate using shared mental imagery even without a shared language; the spell loses the linguistic trait.
2175
+ spells.temporal-bullets.description: You rewind time and adjust probability so an attack that just missed still damages its target. Roll damage as though the Strike hit, but the target takes only half. You are then immune to _temporal bullets_ for 10 minutes.
2176
+ spells.thunderstrike.description: You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a -1 circumstance penalty to its save, and if damaged is clumsy 1 for 1 round.
2177
+ spells.times-edge.description: |-
2178
+ You refract latent temporal energy into your plane as a massive blade, dealing 5d6 slashing damage to all creatures in the area as time races through a thin slice of their bodies. Each attempts a Fortitude save.
2179
+
2180
+ **Critical Success** The creature is unaffected.
2181
+
2182
+ **Success** The creature takes half damage.
2183
+
2184
+ **Failure** The creature takes full damage and is sickened 1.
2185
+
2186
+ **Critical Failure** The creature takes double damage and is sickened 2.
2187
+
2188
+ **Heightened (+1)** The damage increases by 2d6.
2189
+ spells.toxic-cloud.description: |-
2190
+ You conjure a poisonous fog. It works as mist, except the area moves 10 feet away from you each round. A breathing creature that starts its turn in the area takes 6d8 poison damage with a basic Fortitude save. You can Dismiss the spell.
2191
+
2192
+ **Heightened (+1)** The damage increases by 1d8.
2193
+ spells.translocate.description: |-
2194
+ You instantly transport yourself and your worn and held items to an unoccupied space within range you can see. If this would bring another creature along, even one carried in an extradimensional container, the spell is lost.
2195
+
2196
+ **Heightened (5th)** The range is 1 mile. You needn't see the destination if you've been there before and know its relative location and distance. You are then temporarily immune for 1 hour.
2197
+ spells.true-target.description: You delve into the possible futures of the next few seconds to learn how your foe might avoid harm, then cast that vision to those around you. Designate a creature. The first time each target makes an attack roll against it during the duration, the attacker rolls twice and uses the better result, and ignores circumstance penalties to the roll and any flat check required because the designated creature is concealed or hidden.
2198
+ spells.cellular-stimulant.description: |-
2199
+ You stimulate the target at a cellular level, giving it a burst of energy with an exhausting toll. The target is quickened and can use the extra action to Stride or Strike. After that round ends, it is fatigued until it rests for 10 minutes.
2200
+
2201
+ **Heightened (6th)** You can target up to six creatures by Casting the Spell with 2 actions.
2202
+ spells.truesight.description: You see things within 60 feet as they really are. The GM rolls a secret counteract check against any illusion, morph or polymorph effect in the area, only to determine whether you see through it (if it succeeds against a polymorph spell you see the creature's true form, but the polymorph doesn't end).
2203
+ spells.uncontrollable-dance.description: |-
2204
+ The target is overcome with an urge to dance. For the duration it is off-guard and can't use reactions, and can't use move actions except to dance, using Stride to move up to half its Speed.
2205
+
2206
+ **Critical Success** The target is unaffected.
2207
+
2208
+ **Success** The duration is 3 rounds and the target must spend at least 1 action each turn dancing.
2209
+
2210
+ **Failure** The duration is 1 minute and the target must spend at least 2 actions each turn dancing.
2211
+
2212
+ **Critical Failure** The duration is 1 minute and the target must spend all its actions each turn dancing.
2213
+ spells.unfettered-movement.description: You repel hindrances. The target ignores effects that would give it a circumstance penalty to Speed. When it tries to Escape an effect that has it immobilized, grabbed or restrained, it automatically succeeds unless the effect is magical and of a higher rank than _unfettered movement_.
2214
+ spells.unfettered-pack.description: |-
2215
+ You free your travelling companions from environmental hindrances. Targets take no circumstance penalties to Speed from vegetation, rubble, winds or other environmental properties, and ignore difficult terrain from them.
2216
+
2217
+ **Heightened (9th)** The targets also ignore greater difficult terrain from environmental properties.
2218
+ spells.vapor-form.description: The target becomes amorphous and vaporous. It loses any item bonus to AC and all other effects and bonuses from armor, and uses its proficiency modifier for unarmored defense. It gains resistance 8 to physical damage and immunity to precision damage, a fly Speed of 10 feet, and can slip through tiny cracks. It can't cast spells, activate items, or use actions with the attack or manipulate trait. The target can Dismiss the spell.
2219
+ spells.veil-of-privacy.description: You erect wards that make the target hard to detect by magic. _Veil of privacy_ attempts to counteract all detection, revelation and scrying effects used against the target or its gear for the duration, counting cantrips as 1st-rank spells. Counteracting a spell that targets an area or multiple targets negates its effects only for the veil's target.
2220
+ spells.verdant-code.description: Flowering vines or other plant matter burst from an unattended tech object, filling a 20-foot burst. Whenever a creature starts its turn in the area it takes 2d6 piercing damage (basic Reflex save); on a critical failure it is also immobilized for 1 round or until it Escapes against your spell DC. The growth covers the object, so physically accessing it for the duration requires a successful DC 5 flat check.
2221
+ spells.chain-lightning.description: |-
2222
+ You discharge lightning at the target, dealing 8d12 electricity damage (basic Reflex save). It then arcs to another creature within 30 feet of the first, then another within 30 feet of that one, and so on; you can end the chain at any point. You can't target a creature twice and need line of effect to all targets. Roll damage once and apply it to each target, halved or doubled per its save. The chain ends if any target critically succeeds.
2223
+
2224
+ **Heightened (+1)** The damage increases by 1d12.
2225
+ spells.vibe-check.description: |-
2226
+ You psychically project an intense emotion into a creature's mind. The target attempts a Will save. On a failure it experiences your choice of emotion below; if you pick anger or joy the spell gains the incapacitation trait.
2227
+
2228
+ - **Anger** On its next turn, the target spends its first action to attack the nearest creature, even an ally.
2229
+ - **Joy** The target can't take hostile actions.
2230
+ - **Fear** The target is frightened 2.
2231
+ - **Sorrow** The target is slowed 1 and bursts into tears.
2232
+
2233
+ **Heightened (4th)** The spell affects all creatures in a 20-foot burst, all with the same emotion.
2234
+ spells.vision-of-death.description: |-
2235
+ You force the target to see a vision of its own death, dealing 8d6 mental damage with a Will save. If this reduces the target to 0 HP, the vision becomes real and kills it instantly.
2236
+
2237
+ **Critical Success** The target is unaffected.
2238
+
2239
+ **Success** The target takes half damage and is frightened 1.
2240
+
2241
+ **Failure** The target takes full damage and is frightened 2.
2242
+
2243
+ **Critical Failure** The target takes double damage, is frightened 4, and is fleeing as long as it's frightened.
2244
+
2245
+ **Heightened (+1)** The damage increases by 2d6.
2246
+ spells.void-scour.description: |-
2247
+ A well of desolate darkness scours all life, dealing 10d10 void damage to all living creatures in the area, each attempting a Reflex save. If it overlaps an area of magical light or affects a creature under magical light, it attempts to counteract the light effect.
2248
+
2249
+ **Critical Success** The creature is unaffected.
2250
+
2251
+ **Success** The creature takes half damage.
2252
+
2253
+ **Failure** The creature takes full damage and 1d6 persistent void damage, and is drained 1.
2254
+
2255
+ **Critical Failure** The creature takes double damage and 2d6 persistent void damage, and is drained 2.
2256
+
2257
+ **Heightened (+1)** The initial damage increases by 2d10; the persistent damage increases by 1d6 on a failure or 2d6 on a critical failure.
2258
+ spells.void-seed.description: |-
2259
+ You plant a seed of entropy in a creature, which gains void healing. If a non-void effect with the healing trait would heal it, it takes damage instead. An unwilling target can attempt a Will save to negate the effects.
2260
+
2261
+ **Heightened (5th)** You can target up to six living creatures.
2262
+ spells.void-vessel.description: You let creatures survive in a vacuum. Targets gain the cosmic trait and sprout wings of shimmering energy granting a fly Speed of 30 feet; the wings work only in a vacuum.
2263
+ spells.void-warp.description: |-
2264
+ You call on void energy to harm life force. The target takes 2d4 void damage with a basic Fortitude save; on a critical failure it is also enfeebled 1 until the start of your next turn.
2265
+
2266
+ **Heightened (+1)** The damage increases by 1d4.
2267
+ spells.void-whispers.description: |-
2268
+ The target hears ominous sounds carrying unspeakable mysteries from beyond the stars. It attempts a Will save.
2269
+
2270
+ **Critical Success** The creature is unaffected.
2271
+
2272
+ **Success** The target is stupefied 1 for 1 round.
2273
+
2274
+ **Failure** The target wanders aimlessly, using each action to Step in a random direction by the safest route, never entering hazardous terrain. The spell lasts 1 minute or until a creature uses a hostile action against the target.
2275
+
2276
+ **Critical Failure** As failure, but the target babbles incoherently. A creature that begins its turn within 20 feet of it attempts a Will save; on a failure it must use its first action on its next turn to Step in a random direction and becomes immune to the spell for 24 hours. This is an incapacitation effect.
2277
+ spells.charm.description: |-
2278
+ To the target your words are honey and your visage is bathed in a dreamy haze. It attempts a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. The target needn't realize it was charmed when the spell ends unless the friendship or actions clash with its expectations, so you might keep its friendship by mundane means.
2279
+
2280
+ **Critical Success** The target is unaffected and aware you tried to charm it.
2281
+
2282
+ **Success** The target is unaffected but thinks your spell was something harmless, unless it identifies the spell.
2283
+
2284
+ **Failure** The target's attitude becomes friendly (helpful if it was friendly) and it can't use hostile actions against you.
2285
+
2286
+ **Critical Failure** The target's attitude becomes helpful and it can't use hostile actions against you.
2287
+
2288
+ **Heightened (4th)** The duration lasts until your next daily preparations.
2289
+
2290
+ **Heightened (8th)** As 4th rank, and you can target up to 10 creatures.
2291
+ spells.wall-of-fire.description: |-
2292
+ You raise a blazing wall: either a 5-foot-thick straight wall up to 60 feet long and 10 feet high, or a 5-foot-thick ring of 10-foot radius with the same height. It stands vertically and can be shorter or lower if you wish. Everything on each side is concealed from creatures on the other. A creature that crosses the wall or occupies its area at the start of its turn takes 4d6 fire damage.
2293
+
2294
+ **Heightened (+1)** The fire damage increases by 1d6.
2295
+ spells.wall-of-force.description: |-
2296
+ You form an invisible wall of pure force up to 50 feet long and 20 feet high, with no discernible thickness. You must create it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost. It has AC 10, Hardness 30 and 60 Hit Points, and is immune to critical hits and precision damage. It blocks physical effects, and as force it blocks incorporeal and ethereal creatures too. Teleportation and visual effects pass through.
2297
+
2298
+ _Wall of force_ is immune to effects of its rank or lower that try to counteract it, and is automatically destroyed by _disintegrate_ of any rank.
2299
+
2300
+ **Heightened (+2)** The wall's Hit Points increase by 20.
2301
+ spells.wall-of-plasma.description: |-
2302
+ You shape a wall of crackling plasma: either a 5-foot-thick straight wall up to 60 feet long and 10 feet high, or a 5-foot-thick ring of 10-foot radius with the same height. It stands vertically and can be shorter or lower if you wish. Everything on each side is concealed from creatures on the other. A creature that crosses the wall or occupies its area at the start of its turn takes 4d6 fire damage and 2d6 persistent electricity damage.
2303
+
2304
+ **Heightened (+1)** The persistent electricity damage increases by 1d6.
2305
+ spells.wall-of-steel.description: |-
2306
+ You shape a 4-inch-thick wall of solid steel up to 120 feet long and 20 feet high. You can shape its path, placing each 5 feet on the border between squares, and it needn't stand vertically (a bridge or stairs, say). You must conjure it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost.
2307
+
2308
+ Each 10-foot-by-10-foot section has AC 10, Hardness 18 and 60 Hit Points, and is immune to critical hits and precision damage. A destroyed section can be moved through, but its rubble is difficult terrain.
2309
+
2310
+ **Heightened (+1)** Each section's Hit Points increase by 15.
2311
+ spells.wall-of-stone.description: |-
2312
+ You shape a 1-inch-thick wall of solid stone up to 120 feet long and 20 feet high. You can shape its path, placing each 5 feet on the border between squares, and it needn't stand vertically (a bridge or stairs, say). You must conjure it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost.
2313
+
2314
+ Each 10-foot-by-10-foot section has AC 10, Hardness 14 and 50 Hit Points, and is immune to critical hits and precision damage. A destroyed section can be moved through, but its rubble is difficult terrain.
2315
+
2316
+ **Heightened (+2)** Each section's Hit Points increase by 15.
2317
+ spells.wall-of-thorns.description: |-
2318
+ You grow a 5-foot-thick wall of thorny brambles in a straight line up to 60 feet long and 10 feet high, standing vertically (shorter or lower if you wish). You must create it in an unbroken open space so its edges don't pass through creatures or objects, or the spell is lost. Everything on each side has cover from creatures on the other, and the wall's spaces are difficult terrain. For each move action a creature uses to enter at least one of the wall's spaces, it takes 3d4 piercing damage.
2319
+
2320
+ Each 10-foot-by-10-foot section has AC 10, Hardness 10 and 20 Hit Points, and is immune to critical hits and precision damage. A destroyed section can be moved through freely.
2321
+
2322
+ **Heightened (+1)** Each section's Hit Points increase by 5 and the piercing damage by 1d4.
2323
+ spells.wall-of-wind.description: |-
2324
+ You create a barrier of gusting winds 5 feet thick, 60 feet long and 30 feet high. It stands vertically but you can shape its path. It distorts the air but doesn't hamper sight. Effects:
2325
+
2326
+ - Ammunition from physical ranged attacks (bolts, bullets, grenades and similar-size objects) can't pass through. Attacks with bigger ranged weapons, such as thrown spears, take a -2 circumstance penalty to attack rolls if their path crosses the wall. Massive ranged weapons and spell effects that create no physical objects pass through with no penalty.
2327
+ - It is difficult terrain for creatures moving overland through it. Gases, including creatures in _vapor form_, can't pass through.
2328
+ - A creature that tries to fly through it with a move action attempts a Fortitude save.
2329
+
2330
+ **Critical Success** The creature moves through the wall normally this turn.
2331
+
2332
+ **Success** The flying creature can move through this turn, but the wall is difficult terrain.
2333
+
2334
+ **Failure** The wall stops the flying creature's movement and any remaining movement from that action is wasted.
2335
+
2336
+ **Critical Failure** As failure, and the creature is pushed 10 feet away from the wall.
2337
+ spells.warp-mind.description: |-
2338
+ You scramble a creature's mental faculties and sensory input. The target attempts a Will save and, whatever the result, is then temporarily immune for 10 minutes. The effects happen instantly, so _dispel magic_ and other effects that counteract spells can't counteract them, but wish rituals and abilities that remove non-magical effects can.
2339
+
2340
+ **Critical Success** The target is unaffected.
2341
+
2342
+ **Success** The target spends the first action on its next turn confused.
2343
+
2344
+ **Failure** The target is confused for 1 minute.
2345
+
2346
+ **Critical Failure** The target is confused permanently.
2347
+ spells.wave-of-despair.description: |-
2348
+ You inflict despair on creatures in the area; each attempts a Will save.
2349
+
2350
+ **Critical Success** The creature is unaffected.
2351
+
2352
+ **Success** For 1 round the creature can't use reactions and attempts another save at the start of its turn; on a failure it is slowed 1 for that turn as it sobs uncontrollably.
2353
+
2354
+ **Failure** As success, but the duration is 1 minute.
2355
+
2356
+ **Critical Failure** As failure, and the creature is automatically slowed 1 for 1 minute.
2357
+
2358
+ **Heightened (7th)** The area is a 60-foot cone.
2359
+ spells.wave-of-warning.description: |-
2360
+ You deter enemies with a wave of hostile intent. The target takes 7d8 nonlethal mental damage and attempts a Will save. The psychic energy then arcs to another creature within 30 feet of the first, then another within 30 feet of that one, and so on; you can end it at any point. You can't target a creature twice and need line of effect to all targets. Roll damage once and apply it to each target, halved or doubled per its save.
2361
+
2362
+ **Critical Success** The target is unaffected and the wave ends with it.
2363
+
2364
+ **Success** The target takes half damage.
2365
+
2366
+ **Failure** The target takes full damage and is frightened 1.
2367
+
2368
+ **Critical Failure** The target takes double damage and is frightened 2.
2369
+
2370
+ **Heightened (+1)** The damage increases by 2d8.
2371
+ spells.weight-of-ages.description: |-
2372
+ You burden a creature's body and mind with a lifetime's pains and sorrows, dealing 3d8 bludgeoning and 3d8 mental damage. The target attempts a Will save.
2373
+
2374
+ **Critical Success** The target is unaffected.
2375
+
2376
+ **Success** The target takes half damage.
2377
+
2378
+ **Failure** The target takes full damage and is encumbered for 1 round.
2379
+
2380
+ **Critical Failure** The target takes double damage and is encumbered for 1 minute.
2381
+
2382
+ **Heightened (+1)** The mental damage increases by 2d8.
2383
+ spells.wisp-ally.description: |-
2384
+ You summon a Tiny bouncing wisp of light near your target. It takes up no space, grants no flanking and has no other creature attributes. It sheds bright light in a 10-foot radius. When you Cast the Spell and each time you Sustain it, the wisp tries to distract the target, which must succeed at a Will save or be off-guard until the start of your next turn. A creature that critically succeeds is immune to _wisp ally_ for 1 hour.
2385
+
2386
+ **Heightened (+1)** You create one additional wisp, each with a different target; all attempt to distract their targets at the same time when you cast or Sustain the spell.
2387
+ spells.x-ray-vision.description: You see through most materials and walls within 60 feet, in black and white only. Your sight is blocked by 2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or any amount of lead or any starmetal.
2388
+ spells.akashic-fount.description: You open the target's mind to the akashic record, drawing in feelings, memories and knowledge from that astral repository. Choose one Lore skill; the target temporarily gains the same proficiency rank in it as your proficiency rank in Occultism.
2389
+ spells.akashic-assistant.description: You summon a projection of an etheric librarian-scribe from the akashic record to help the target. It floats next to the target, takes up no space, and prepares to Aid it as though it had its own reaction, using a bonus equal to your Occultism modifier for its Aid rolls whatever the skill. Each of your turns it prepares to Aid again. You can use a free action with the concentrate trait to redirect it to a different creature, changing the spell's target; otherwise it keeps aiding the same creature.
2390
+ spells.data-drain.description: |-
2391
+ You leech memories and conscious thoughts from the target's mind and convert them into astral data you can analyze as if the psyche were laid out in computer code, dealing 10d6 mental damage with a basic Will save.
2392
+
2393
+ **Critical Success** The target is unaffected.
2394
+
2395
+ **Success** The target takes half damage and is stupefied 1 until the end of your current turn.
2396
+
2397
+ **Failure** The target takes full damage and is stupefied 1 until the end of your next turn. You Recall Knowledge about the target.
2398
+
2399
+ **Critical Failure** As failure, but the target takes double damage and is stupefied 1 for 1 minute.
2400
+
2401
+ **Heightened (+1)** The mental damage increases by 2d6.
2402
+ spells.chrono-push.description: |-
2403
+ You push a creature across the battlefield so hard it slides through time. Make a ranged spell attack. On a hit, you knock the target back 15 feet in a straight line (30 feet on a critical hit); contact with a solid barrier or another creature ends the movement. At the end it reenters the flow of time with a burst of temporal energy: the target and creatures adjacent to it take 7d8 force damage with a basic Reflex save.
2404
+
2405
+ **Heightened (+1)** The damage increases by 1d8.
2406
+ spells.elemental-weapon.description: |-
2407
+ You create an advanced, martial or simple weapon of elemental energy in the hands of a bonded creature. Choose an elemental trait for it: air, earth, fire, metal, water or wood. The weapon is tactical grade, fully charged and loaded with basic ammunition, and can't be made of special materials. It has one fewer upgrade slot but can take any upgrades you hold as a locus when casting, which are inert until the spell ends. It deals normal damage plus 1d4 of a type set by the trait: electricity (air), bludgeoning (earth), fire (fire), acid (metal), cold (water) or poison (wood).
2408
+
2409
+ **Heightened (2nd)** You can create an advanced weapon.
2410
+
2411
+ **Heightened (5th)** You can create a superior weapon.
2412
+
2413
+ **Heightened (6th)** You can create an elite weapon.
2414
+
2415
+ **Heightened (8th)** You can create an ultimate weapon.
2416
+
2417
+ **Heightened (9th)** You can create a paragon weapon.
2418
+ spells.elemental-barrier.description: |-
2419
+ A barrier of elemental energy surrounds the target. Choose an elemental trait (air, earth, fire, metal, water or wood); the spell gains it. The target gets a +1 circumstance bonus to AC and, while the spell lasts, can use Shield Block as if the barrier were a raised shield.
2420
+
2421
+ The barrier has Hardness 6 and 40 HP, and resistance 2 to a damage type set by the trait: electricity or sonic (air), bludgeoning or piercing (earth), acid or slashing (metal), fire (fire), cold (water), poison (wood). Unlike a normal Shield Block, its reaction works against spells with the chosen elemental trait cast against the creature.
2422
+
2423
+ **Heightened (5th)** The barrier has 48 HP.
2424
+
2425
+ **Heightened (6th)** Hardness 8 and 52 HP.
2426
+
2427
+ **Heightened (7th)** Hardness 8 and 60 HP.
2428
+
2429
+ **Heightened (8th)** Hardness 10 and 68 HP.
2430
+
2431
+ **Heightened (9th)** Hardness 10 and 80 HP.
2432
+ spells.elemental-nova.description: |-
2433
+ A blast of elemental energy erupts around your targets. Choose an elemental trait (air, earth, fire, metal, water or wood); the spell gains it. It deals 11d6 damage of a type set by the trait: electricity or sonic (air), bludgeoning or piercing (earth), acid or slashing (metal), fire (fire), cold (water), poison (wood).
2434
+
2435
+ **Heightened (+1)** The damage increases by 2d6.
2436
+ spells.infusion.description: |-
2437
+ You infuse the target's essence with healing energy. A willing target regains 1d6 Hit Points and is then temporarily immune for 10 minutes. The actions you spend determine targets, range and area.
2438
+
2439
+ - **Single action** Range touch.
2440
+ - **Two actions** Range 30 feet. A healed creature regains 6 more Hit Points.
2441
+ - **Three actions** You heal all bonded creatures in a 30-foot emanation.
2442
+
2443
+ **Heightened (+1)** The healing increases by 1d6 and the extra healing for 2 actions by 6.
2444
+ spells.vitality-nova.description: |-
2445
+ You release a burst of condensed vitality energy as healing light. Spend any number of Hit Points from your vitality network; all creatures in the area regain 1 Hit Point for every 2 spent. Treat this as a use of Transfer Vitality.
2446
+
2447
+ - Spend 20 or more and cast in magical darkness: the spell attempts to counteract the darkness.
2448
+ - Spend 40 or more: healed creatures can attempt a DC 10 flat check to end persistent bleed damage.
2449
+ - Spend 60 or more: end all persistent damage on healed creatures.
2450
+ spells.vital-rebirth.description: Your network catches the soul of a bonded creature before it departs and resuscitates the body with a jolt of energy. You prevent the target from dying and Transfer Vitality to the triggering ally. The target is then immune to _vital rebirth_ for 24 hours. It has no effect if the trigger was _disintegrate_, _promession_ or a death effect. You must have at least 1 Hit Point in your vitality network to cast it.
2451
+ spells.anthem.description: You compose cosmic melodies into an anthem for your bonded companions. All bonded creatures in the area gain a +1 status bonus to attack and damage rolls and a +1 status bonus to saves against effects that cause fascinated or confused.
2452
+ spells.shuffle-repeat.description: You repeat one creature's personal anthem to empower it. The target's Strikes deal an additional die of sonic damage, and it gains a +1 status bonus to Will saves and Will DCs.
2453
+ spells.remix.description: |-
2454
+ You remix the cosmic song into a dance beat. The target is quickened and can use the extra action to Interact, Stride or Step.
2455
+
2456
+ **Heightened (7th)** You can target up to 6 bonded creatures.
2457
+ spells.shadow-snap.description: |-
2458
+ You beckon the target's shadow to obey. When you Cast the Spell, and the first time you Sustain it each turn on later rounds, choose to attack or stalk with the shadow.
2459
+
2460
+ - **Attack** Make a spell attack roll against the target's AC, dealing 1d10 cold damage on a hit (double on a critical hit). It uses and counts toward your multiple attack penalty.
2461
+ - **Stalk** Until the end of your next turn, the first time the target uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action, make a spell attack roll against its AC, dealing 1d10 cold damage on a hit. On a critical hit, the shadow disrupts that action.
2462
+
2463
+ **Heightened (+1)** The cold damage increases by 1d10.
2464
+ spells.clairaudience.description: You create an invisible floating ear at a location within range, even outside your line of sight or effect. It can't move, but you hear through it as if using your normal hearing.
2465
+ spells.cloying-shadows.description: |-
2466
+ You command shadows to writhe and rebel against their owners, dealing 6d6 cold damage to each creature in the area, who attempts a save.
2467
+
2468
+ **Critical Success** The target is unaffected.
2469
+
2470
+ **Success** The target takes half damage.
2471
+
2472
+ **Failure** The target takes full damage and is sickened 1.
2473
+
2474
+ **Critical Failure** The target takes double damage and is sickened 2.
2475
+
2476
+ **Heightened (+1)** The cold damage increases by 2d6.
2477
+ spells.shadow-prison.description: |-
2478
+ Memories of the target's resentment and regret engorge its shadow until it can swallow the target whole. The target attempts a Will save, then is immune to the spell for 1 minute.
2479
+
2480
+ **Critical Success** The target is unaffected.
2481
+
2482
+ **Success** The target resists before being swallowed, but shadowy tendrils cling to it, leaving it slowed 1 for 1 round.
2483
+
2484
+ **Failure** The target is swallowed by its shadow until the beginning of your next turn. It is invisible and paralyzed, can't experience or interact with the outside world, and can't be targeted by attacks or other effects.
2485
+
2486
+ **Critical Failure** As failure, but the target is swallowed for 1 minute.
2487
+ spells.eldritch-bond.description: |-
2488
+ You channel mysterious power from beyond the known universe to infuse a bonded creature with the essence of an eldritch creature. The target gains up to two of these abilities:
2489
+
2490
+ - Darkvision.
2491
+ - Mental resistance equal to half its level (minimum 1).
2492
+ - A tentacle unarmed attack dealing 1d8 bludgeoning damage.
2493
+ - A stinger unarmed attack dealing 1d6 acid damage, with the agile and finesse traits.
2494
+ - A beam ranged unarmed attack, range increment 40 feet, dealing 1d6 mental damage.
2495
+ - 10-foot reach on all melee attacks (including the above).
2496
+ - Melee Strikes (including the above) affect incorporeal creatures as if they had the ghost killer upgrade.
2497
+
2498
+ **Heightened (3rd)** The attacks' damage is 2 dice.
2499
+
2500
+ **Heightened (4th)** Up to 5 targets; damage is 2 dice.
2501
+
2502
+ **Heightened (6th)** Up to 5 targets; damage is 3 dice.
2503
+
2504
+ **Heightened (9th)** Up to 5 targets; damage is 4 dice.
2505
+ spells.vitality-web.description: |-
2506
+ Your network briefly manifests as a web of vital energy connecting the members of your bond. Each target gains fast healing 8. When you Cast the Spell and the first time each round you Sustain it, the targets gain 16 temporary Hit Points that last 1 round.
2507
+
2508
+ **Heightened (+1)** The number of targets and the fast healing increase by 1, and the temporary Hit Points by 2.
2509
+ spells.wild-bond.description: |-
2510
+ You infuse the target with the essence of another living creature, granting one of these abilities:
2511
+
2512
+ - A burrow Speed of 15 feet.
2513
+ - A climb Speed of 20 feet.
2514
+ - A fly Speed of 20 feet.
2515
+ - A swim Speed of 25 feet.
2516
+ - A Speed of 40 feet.
2517
+ - A jaw unarmed attack dealing 1d8 piercing damage.
2518
+ - A claw unarmed attack dealing 1d6 slashing damage, with the agile and finesse traits.
2519
+ - Darkvision.
2520
+
2521
+ **Heightened (3rd)** The attacks' damage is 2 dice.
2522
+
2523
+ **Heightened (5th)** Up to 5 targets; damage is 2 dice.
2524
+
2525
+ **Heightened (6th)** Up to 5 targets; damage is 3 dice.
2526
+
2527
+ **Heightened (9th)** Up to 5 targets; damage is 4 dice.
2528
+ spells.warp-probability.description: You read the underlying probability of the multiverse. Reroll the failed check and take the better result.
2529
+ spells.alternate-outcome.description: You reject the outcome for a being in your current existence and replace it with one from a different reality. The target rerolls the triggering saving throw and uses the worse result.
2530
+ spells.quantum-analysis.description: |-
2531
+ You see the probability equations around you, tracing each variable to every possible conclusion. For the duration, creatures you target can't benefit from circumstance bonuses to AC from cover against your attacks. You also ignore circumstance penalties to the attack roll and any flat check required because the creature is concealed, hidden or behind cover. You can cast spells that target creatures within your quantum field even without line of sight to them.
2532
+
2533
+ The first time after casting you make an attack roll against a creature within your quantum field during the duration, roll twice and use the better result. This effect has the fortune trait.
2534
+ spells.warp-terrain.description: |-
2535
+ You materialize terrain features from another reality within your quantum field. Choose one effect, which lasts as long as your quantum field remains active, until you cast _warp terrain_ again, or until you dismiss the spell.
2536
+
2537
+ - The field's area becomes difficult terrain, with an appearance you choose. You and your allies move through it normally and can Take Cover using its features.
2538
+ - You suppress terrain in the field, turning difficult or greater difficult terrain to normal. This doesn't apply to effects that make a creature count squares as difficult terrain. To suppress terrain created by a spell or other magical effect, you must successfully counteract it.
2539
+
2540
+ **Heightened (3rd)** You can instead fill the field with fog, smoke or another phenomenon that obscures vision, working as mist, or suppress one of these effects in the field.
2541
+
2542
+ **Heightened (6th)** You can make the field greater difficult terrain, or suppress greater difficult terrain.
2543
+ spells.warp-world.description: |-
2544
+ You recreate a powerful event from another world in your current reality. All creatures in the area attempt a Fortitude save. Roll 1d6 for the damage and effects:
2545
+
2546
+ 1. **Supernova** An exploding sun deals 4d12 fire damage and 1d6 persistent electricity damage. On a critical failure, double damage and dazzled for 1 round.
2547
+ 2. **Earthquake** The ground shakes, dealing 4d12 bludgeoning damage. On a critical failure, double damage and knocked prone.
2548
+ 3. **Inferno** A volcanic eruption or firestorm deals 4d12 fire damage; everything in the aura is concealed by smoke for 1 round. On a critical failure, double damage and sickened 1.
2549
+ 4. **Eldritch Storm** A tempest of psychic energy deals 4d12 sonic damage and 1d6 persistent mental damage. On a critical failure, double damage and confused for 1 round.
2550
+ 5. **Flash Freeze** A storm from an arctic planet deals 4d12 cold damage. On a critical failure, double damage and slowed 1 for 1 round.
2551
+ 6. **Radioactive Blast** The echo of a nuclear reaction deals 4d12 bludgeoning damage and 1d6 persistent fire damage. On a critical failure, double damage, 1d6 persistent poison damage, and fatigued while the persistent poison lasts.
2552
+
2553
+ **Heightened (+1)** Damage increases by 1d12 and persistent damage by 1d6.
2554
+ spells.clairvoyance.description: You create an invisible floating eye at a location within range, even outside your line of sight or effect. It can't move, but you see in all directions from that point as if using your normal vision.
2555
+ spells.parallel-forms.description: |-
2556
+ You split into two versions with different fates. Each version Strides from your current space, then takes a single action. If both are attacks, they must target different creatures and use the same multiple attack penalty, counting as one attack toward it. Each round you Sustain the spell, your forms share actions and use the same bonuses and penalties, including multiple attack penalty. Damage to either form applies to your current Hit Points, but damage from the same effect hitting both forms (such as area damage) applies once. For a save affecting both forms, take the worse result for both. When the spell ends, you choose one form as your actual form and the other disappears. The spell ends automatically if you're reduced to 0 Hit Points.
2557
+
2558
+ **Heightened (8th)** Your forms are quickened and can use the extra action to Step, Stride or Strike.
2559
+ spells.warp-presence.description: |-
2560
+ Your presence flickers in the target's mind as though you had disappeared. The triggering creature attempts a Will save.
2561
+
2562
+ **Success** You are concealed against its attacks for 1 round, including the triggering attack. If already concealed, you become undetected instead.
2563
+
2564
+ **Failure** The triggering attack misses. You are undetected to the creature for 1 round; if you use a hostile action, this ends after the action completes.
2565
+
2566
+ **Critical Failure** The triggering attack misses. You are undetected to the creature for 1 minute; if you use a hostile action, this ends after the action completes.
2567
+ spells.forget.description: |-
2568
+ You make creatures temporarily forget the target. It is invisible while within your quantum field and memories of it are erased or rewritten, making it undetected to all creatures.
2569
+
2570
+ The first time an enemy tries to locate the target (such as by Seeking) or uses Recall Knowledge about it, the enemy takes 8d8 mental damage with a basic Will save from migraines and mental static; on a critical failure it is also confused for 1 round.
2571
+
2572
+ **Heightened (+1)** The damage increases by 2d8.
2573
+ spells.reality-wipe.description: |-
2574
+ You reset reality within your quantum field, purging all data. All written information and computer data in the area is subject to _delete_. You attempt to counteract, as _dispel magic_, any spell whose area or targets are in your field; success prevents only the portion inside the field (targets or area outside it are affected normally).
2575
+
2576
+ Creatures in your field take 10d6 spirit damage (basic Will save); those who critically fail are stupefied 2 for 1 minute.
2577
+
2578
+ **Heightened (+1)** The spirit damage increases by 2d6.
2579
+ spells.warp-time.description: |-
2580
+ You alter the timeline within your quantum field. Choose one effect:
2581
+
2582
+ - **Rewind** You rewind your personal timeline to an earlier point in your life cycle, gaining 10 temporary Hit Points for 1 minute.
2583
+ - **Fast Forward** You accelerate a creature in your field toward the end of its natural life cycle, dealing 1d10 void damage with a Fortitude save.
2584
+
2585
+ **Critical Success** The target is unaffected.
2586
+
2587
+ **Success** The target takes half damage.
2588
+
2589
+ **Failure** The target takes full damage and is enfeebled 1 for 1 round.
2590
+
2591
+ **Critical Failure** The target takes double damage and is enfeebled 1 for 1 minute.
2592
+
2593
+ **Heightened (+2)** The damage increases by 1d10 and the temporary Hit Points by 5.
2594
+ spells.accelerate.description: You speed up your personal timeline relative to the rest of the universe. You are quickened and can use the extra action each round only to Strike, Stride or Step.
2595
+ spells.time-loop.description: |-
2596
+ You trap a creature in a time loop; it sees and reacts to a repeating loop of events, depending on its Will save.
2597
+
2598
+ **Critical Success** The creature is unaffected.
2599
+
2600
+ **Success** The creature is stunned 1.
2601
+
2602
+ **Failure** The creature is stunned 2.
2603
+
2604
+ **Critical Failure** The creature is stunned 3 and slowed 1 for 1 minute.
2605
+ spells.quantum-negation.description: |-
2606
+ You expose a target to a reality in which it's already dead or never existed. The target becomes temporarily immune for 1 minute once targeted and attempts a basic Will save. The damage has no type and depends on the target's level. If it brings a target of level 16 or lower to 0 Hit Points, the target ceases to exist in this reality; at the GM's discretion it can then be restored only by a deity's intervention, the wish ritual or similar magic. A target of level 17 or higher merely dies instantly.
2607
+
2608
+ - **Level 13 or lower** The target takes 9,999 damage and reduces the degree of success of its Will save by one step.
2609
+ - **Level 14 to 16** The target takes 25d10 damage.
2610
+ - **Level 17 or higher** The target takes 20d10 damage.
2611
+ spells.tech-intuition.description: Focusing on a piece of technology, you glimpse its nature and function. You roll the triggering check twice (or the GM does, for Recall Knowledge checks) and use the better result.
2612
+ spells.commune-with-tech.description: |-
2613
+ You briefly connect your mind to a piece of technology to understand or manipulate it. Choose one effect. An unwilling target attempts a Will save and negates the effect on a success.
2614
+
2615
+ - **Understand Tech** You gain deep understanding of the target object or creature. For 1 minute you gain a +2 status bonus to skill checks to hack, use, manipulate, disable, identify, Recall Knowledge about, or otherwise interact with it.
2616
+ - **Discharge Creature** A creature with the tech trait is glitching 1 on a failed save, or glitching 2 on a critical failure.
2617
+ - **Discharge Object** An object with item level up to your level minus 2 loses all remaining charges; if electrically powered without charges, it loses power for 3 rounds. If its item level is higher, it instead loses a single charge or powers down for 1 round.
2618
+ - **Charge Object** An object with item level up to your level minus 2 restores all spent charges; if electrically powered without charges, it is powered for 3 rounds. If its item level is higher, it instead gains a single charge or is powered for 1 round.
2619
+ spells.clear-mind.description: |-
2620
+ You drive mental contamination from the target's mind. Attempt to counteract an effect of your choice imposing fleeing, frightened or stupefied on the target. If you failed but would have succeeded if its counteract rank were 2 lower, instead suppress it until the beginning of your next turn; its duration doesn't elapse while suppressed. This can't counteract or suppress conditions that are part of curses, diseases or the target's natural state.
2621
+
2622
+ **Heightened (4th)** Add confused, controlled and slowed to the conditions.
2623
+
2624
+ **Heightened (6th)** Add doomed.
2625
+
2626
+ **Heightened (8th)** Add stunned.
2627
+ spells.command.description: |-
2628
+ You shout a command that's hard to ignore. You can command the target to approach you, run away (as if fleeing), release what it holds, drop prone, or stand in place. It can't Delay or take reactions until it has obeyed. Effects depend on its Will save.
2629
+
2630
+ **Success** The creature is unaffected.
2631
+
2632
+ **Failure** The creature must spend the first action on its next turn obeying.
2633
+
2634
+ **Critical Failure** The target must use all its actions on its next turn obeying.
2635
+
2636
+ **Heightened (5th)** You can target up to 10 creatures.
2637
+ spells.confusion.description: |-
2638
+ You befuddle your target with strange impulses, causing it to act randomly; effects depend on its Will save. You can Dismiss the spell.
2639
+
2640
+ **Critical Success** The target is unaffected.
2641
+
2642
+ **Success** The target babbles incoherently and is stunned 1.
2643
+
2644
+ **Failure** The target is confused for 1 minute, attempting a new save at the end of each of its turns to end it.
2645
+
2646
+ **Critical Failure** The target is confused for 1 minute with no save to end early.
2647
+
2648
+ **Heightened (8th)** You can target up to 10 creatures.
2649
+ spells.contingency.description: |-
2650
+ You prepare a spell that triggers later. While casting _contingency_, you also cast another spell of 4th rank or lower with a casting time of no more than 3 actions that can affect you. You make all its decisions now (such as the damage type for resist energy). Choose a trigger under the same restrictions as a Ready action trigger. Once cast, you can cause the companion spell to take effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as the GM determines, the trigger might fail. Casting _contingency_ again supersedes the older casting.
2651
+
2652
+ **Heightened (8th)** You can choose a spell of 5th rank or lower.
2653
+
2654
+ **Heightened (9th)** You can choose a spell of 6th rank or lower.
2655
+
2656
+ **Heightened (10th)** You can choose a spell of 7th rank or lower.
2657
+ spells.control-machine.description: |-
2658
+ You take control of a technological creature or object and command it telepathically. If you give a sapient target an obviously self-destructive order, it doesn't act until you give a new one. The effect depends on its Will save.
2659
+
2660
+ **Critical Success** The target is unaffected.
2661
+
2662
+ **Success** The target is stunned 1 as it fights off your commands.
2663
+
2664
+ **Failure** You control the target, which gains the controlled condition but can attempt a Will save at the end of each of its turns; on a success the spell ends.
2665
+
2666
+ **Critical Failure** As failure, but the target gets a new save only if it's sapient and you give an order against its nature, such as killing its allies.
2667
+
2668
+ **Heightened (10th)** The duration is unlimited.
2669
+ spells.corrosive-haze.description: |-
2670
+ You unleash a cloud of corrosive nanites. Creatures that start their turn in the area take 6d8 acid damage and 1d6 persistent acid damage with a basic Fortitude save. The nanites also corrode unattended objects in the area for 3d8 acid damage. Each round you Sustain the spell you can move the cloud up to 10 feet in any direction. You can Dismiss the spell.
2671
+
2672
+ **Heightened (+1)** The initial damage increases by 1d8 and the persistent acid damage by 1d6.
2673
+ spells.cozy-crashpad.description: You shape a metal shack 20 feet on each side and 10 feet high, with the structure trait and the same restrictions as magic items that create structures. It has simple walls, small shuttered windows and one door, with a fastener for a lock but no lock. Inside are three cots, a toilet and a small magic-powered stove, lit by a small magical light you can light or extinguish at will with a Sustain action. The climate is comfortable and lets occupants withstand most hostile weather, but incredible heat or cold, powerful storms and hurricane-force winds destroy the shack. Other creatures can enter and exit freely without damaging it, but if you exit, the spell ends. You can Dismiss the spell.
2674
+ spells.creation.description: |-
2675
+ You conjure a temporary object from magical energy. It must be of earthen or plant-derived matter (wood, paper, brick, stone) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost, and can't be made of precious materials or materials of uncommon or higher rarity. It's obviously conjured, so it can't be sold or passed off as genuine. The spell gains the trait suited to the item, typically earth, plant or wood.
2676
+
2677
+ **Heightened (5th)** The item can be metal and include common minerals like feldspar or quartz; the spell gains the metal trait if it creates a metal object.
2678
+ spells.cursed-metamorphosis.description: |-
2679
+ You transform the target into a harmless animal appropriate to the area; the effect depends on its Fortitude save.
2680
+
2681
+ **Critical Success** The target is unaffected.
2682
+
2683
+ **Success** The target gains minor features of the animal; the partial transformation churns its insides, making it sickened 1. When it recovers from sickened, the features revert.
2684
+
2685
+ **Failure** The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.
2686
+
2687
+ **Critical Failure** The target becomes the chosen harmless animal, body and mind, indefinitely.
2688
+ spells.daze.description: |-
2689
+ You daze the target with a mental jolt dealing 1d6 mental damage with a basic Will save. On a critical failure it is also stunned 1.
2690
+
2691
+ **Heightened (+2)** The damage increases by 1d6.
2692
+ spells.death-sentence.description: |-
2693
+ You condemn the target as unfit to exist, dealing 11d10 spirit damage with a basic Will save. On a failure the creature also believes it has been imprisoned awaiting punishment and is paralyzed for 1 round (2 rounds on a critical failure).
2694
+
2695
+ **Heightened (+1)** The damage increases by 1d10.
2696
+ spells.delete.description: |-
2697
+ You delete data from a device or object, handwritten, printed or digital: up to 1,500 words of text, one page of content, or one screen of text or other visual information. Non-magical writing on an unattended or held object is automatically deleted; attempt a counteract check for digital or magical writing. If you fail to delete writing that's part of a hazard, you trigger it. It can't delete a spellbook's contents or similar stores of magical formulas or spells.
2698
+
2699
+ If you target an attended tech item with the tracking trait, attempt a counteract check; on a success it is glitching 1. A creature holding it can Interact to restart the software, reducing the glitching value by 1.
2700
+
2701
+ **Heightened (7th)** You can delete all data stored locally on one device or book, or all data on it related to a specific name, topic or category.
2702
+ spells.akashic-download.description: |-
2703
+ You psychically search the akashic record on a topic and transfer the data to your comm unit or computer. When you Cast the Spell, choose a skill you're trained in that has Recall Knowledge.
2704
+
2705
+ Any time during the duration you can consult your comm unit (you must hold it) as part of a Recall Knowledge action with that skill, gaining a +1 status bonus as it compiles relevant media snippets. A critical failure becomes a failure. If you succeed and the subject is a creature, you gain additional information or context about it. Once you reference the comm unit, the spell ends; the downloaded information returns to the akashic record.
2706
+
2707
+ **Heightened (3rd)** You can reference your comm unit three times before the spell ends.
2708
+ spells.detect-scrying.description: |-
2709
+ By reading trace auras, you detect scrying effects in the area. If _detect scrying_ is a higher rank than a scrying effect, you glimpse the scrying creature and learn its approximate distance and direction.
2710
+
2711
+ **Heightened (6th)** The duration is until your next daily preparations.
2712
+ spells.detect-thoughts.description: |-
2713
+ You sense the presence or absence of thoughts from conscious creatures with Intelligence modifiers of -3 or higher around you. You can ignore the thoughts of creatures you're familiar with. The spell is blocked by 3 feet of dirt or wood, 1 foot of stone, 1 inch of metal, a thin sheet of lead, or any force barrier. Creatures immune to mental effects can't be detected.
2714
+
2715
+ **Heightened (4th)** You detect the number of thinking minds and whether they're telepathic. Telepathic creatures have louder thoughts and, at the GM's discretion, might sense your intrusion.
2716
+ spells.disappearance.description: You shroud a creature from others' senses. The target is undetected to all senses, not just sight, counting as invisible whatever precise and imprecise senses an observer has. A creature can still find it by Seeking, looking for disturbed dust, hearing gaps in the sound, or some other way of discovering an otherwise undetectable creature.
2717
+ spells.discharge.description: |-
2718
+ You ignite a spark of electricity that surges into a technological creature or object, de-energizing an item with the tech trait or disrupting a creature with the tech trait.
2719
+
2720
+ - **Creature** A target creature with the tech trait attempts a Will save. On a failure it is glitching 1; on a critical failure, glitching 2.
2721
+ - **Object** If you target an attended object, its holder attempts a Will save; on a success the object loses half its maximum charges. On a failure, or if the object is unattended, it loses all remaining charges.
2722
+ spells.disguise-magic.description: |-
2723
+ You alter how an item's or spell's magical aura appears to effects like _detect magic_. You can hide the auras entirely, make an item register as a common item of lower level, or make a spell register as a common spell of the same or lower rank. You can Dismiss the spell.
2724
+
2725
+ A caster using _detect magic_ or _read aura_ of a higher rank than _disguise magic_ can attempt to disbelieve the illusion with the skill matching the tradition of the spell (Arcana for arcane, Religion for divine, Occultism for occult, Nature for primal). Further attempts by the same caster get the same result.
2726
+
2727
+ **Heightened (2nd)** You can Cast the Spell on a creature, disguising all items and spell effects on it.
2728
+ spells.disintegrate.description: |-
2729
+ A black tracer bolt flies toward the target and intensifies into a destructive beam. Make a spell attack against the target. If you hit an object or force construct (such as a _wall of force_), it's destroyed with no save unless it's an artifact or similarly powerful; one casting destroys no more than a 10-foot cube of matter.
2730
+
2731
+ If you hit a creature, it takes 12d10 damage (no damage type) with a basic Fortitude save. On a critical hit its save result is one degree worse. A creature reduced to 0 HP is blasted to fine powder; its gear remains.
2732
+
2733
+ **Heightened (+1)** The damage increases by 2d10.
2734
+ spells.dispel-magic.description: You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you counteract a magic item, it becomes a mundane item of its type for 10 minutes, without changing its non-magical properties. If the target is an artifact or similar item, you automatically fail.
2735
+ spells.akashic-revival.description: |-
2736
+ You send perfect documentation of the target's physical body to the akashic record so it can later recall it and reconstruct its body as it was when you cast the spell, including current Hit Points, augmentations, attribute modifiers, and any afflictions or conditions.
2737
+
2738
+ If the target dies of anything other than old age, it can recall its recorded body. This takes 1 minute, after which its corpse disappears and it instantly reappears in the recorded body, standing, in the corpse's space (or as close as possible) with worn equipment. It can pick up dropped equipment still there. It keeps its mind as at death, so it regains no expended spells, Focus Points or uses of special abilities, and mental effects on it at death persist.
2739
+
2740
+ Recalling the body or the duration expiring removes the stored information, requiring a new casting. Casting replaces any previous record; you can store only one copy of any creature.
2741
+ spells.dizzying-colors.description: |-
2742
+ You unleash swirling colors that overwhelm creatures, depending on their Will saves.
2743
+
2744
+ **Critical Success** The creature is unaffected.
2745
+
2746
+ **Success** The creature is dazzled for 1 round.
2747
+
2748
+ **Failure** The creature is stunned 1, blinded for 1 round and dazzled for 1 minute.
2749
+
2750
+ **Critical Failure** The creature is stunned for 1 round and blinded for 1 minute.
2751
+ spells.doom-scroll.description: |-
2752
+ You broadcast grim news onto nearby devices, holo projectors, screens and other displays (including armor comm units). Creatures in the area who can see a display attempt a Will save.
2753
+
2754
+ **Critical Success** The creature is unaffected.
2755
+
2756
+ **Success** The creature is fascinated by the display.
2757
+
2758
+ **Failure** The creature is fascinated by the display and frightened 2 (even if the fascination ends).
2759
+
2760
+ **Critical Failure** The creature is fascinated by the display, frightened 3 and doomed 1 (even if the fascination ends).
2761
+ spells.dragon-form.description: |-
2762
+ You gain a Large dragon battle form. Choose a type of common dragon or another your GM allows (table below for the listed dragons). You gain the dragon trait, have hands and can take manipulate actions, and can Dismiss the spell. In any form you gain:
2763
+
2764
+ - AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
2765
+ - Speed 40 feet, fly 100 feet. You also gain any of these Speeds the chosen dragon has, at the listed amount: burrow 20 feet, climb 40 feet, swim 60 feet.
2766
+ - Resistance 10 to your Dragon Breath's damage type.
2767
+ - Darkvision and imprecise scent 60 feet.
2768
+ - Unarmed melee attacks, the only attacks you can Strike with; you're trained with them. Attack modifier +22, damage bonus +6. They're Strength-based (for enfeebled, for example). If your own unarmed attack modifier is higher, use it. Jaws 2d12 piercing plus 2d6 of your Dragon Breath's damage type; claw (agile) 3d10 slashing; tail (reach 10 feet) 3d10 bludgeoning.
2769
+ - Athletics +23, unless your own is higher.
2770
+ - **Dragon Breath** (two actions) You exhale magical energy, dealing 10d6 damage to each creature in the area with a basic save against your spell DC. The shape, damage type and save match the chosen dragon's breath; if it can deal more than one damage type, choose one when casting. The shape is a 30-foot cone or 100-foot line. It can't be used again for 1d4 rounds. It has the tradition trait of the dragon type and the damage trait of its damage type.
2771
+ - **Tradition Resistance** If the dragon's tradition matches that of your _dragon form_, you gain: arcane, resistance 5 to damage from spells; divine, resistance 10 to spirit, vitality and void; occult, resistance 10 to mental; primal, resistance 5 to physical damage.
2772
+
2773
+ **Heightened (8th)** The form is Huge, you gain a +20-foot status bonus to fly Speed, and attack reach is 10 feet (15 if it was 10). AC = 21 + your level, 15 temporary HP, attack modifier +28, damage bonus +12, Athletics +28. Dragon Breath deals an additional 4d6 damage.
2774
+
2775
+ Dragon types (tradition, extra Speeds, breath):
2776
+
2777
+ - **Abysium** Arcane; cone of poison (Fortitude).
2778
+ - **Akashic** Occult; cone of mental (Will).
2779
+ - **Cosmic** Divine; cone of spirit (Will).
2780
+ - **Host** Primal; climb; cone of piercing (Reflex).
2781
+ spells.dream-of-home.description: You draw on a creature's thoughts of home and the comfort it finds in that concept, overwhelming it with wistful memories. The target must succeed at a Will save or be fascinated by the memories.
2782
+ spells.alarm.description: |-
2783
+ You ward an area to alert you when creatures enter without permission. Choose a password when you cast it. Whenever a Small or larger corporeal creature enters the area without speaking the password, _alarm_ sends your choice of a mental alert (the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (the spell gains the auditory trait). Either option automatically awakens you, and the bell lets each creature in the area attempt a DC 15 Perception check to wake. A creature aware of the _alarm_ must succeed at a Stealth check against the spell's DC or trigger it when moving into the area.
2784
+
2785
+ **Heightened (3rd)** You can specify a trigger for which types of creatures sound the alarm.
2786
+ spells.dreaming-potential.description: You draw the target into a lucid dream where it explores the endless possibilities of its own potential. If it sleeps the full 8 hours uninterrupted, on waking it counts as having spent a day of downtime retraining, though it can't retrain anything requiring an instructor or specialized knowledge it can't access within the dream.
2787
+ spells.earthbind.description: |-
2788
+ Using the weight of earth, you hamper a target's flight; effects depend on its Fortitude save. If the creature reaches the ground safely, it takes no falling damage.
2789
+
2790
+ **Critical Success** The target is unaffected.
2791
+
2792
+ **Success** The target falls safely up to 120 feet.
2793
+
2794
+ **Failure** The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate or otherwise leave the ground for 1 round.
2795
+
2796
+ **Critical Failure** As failure, but for 1 minute.
2797
+ spells.earthquake.description: |-
2798
+ You shake the ground, topple creatures into fissures and collapse structures. The GM might add effects in certain areas, such as collapsing cliffs or a lake draining through fissures into a morass of quicksand.
2799
+
2800
+ - **Shaking Ground** The ground is difficult terrain, and creatures on it take a -2 circumstance penalty to attack rolls, AC and skill checks.
2801
+ - **Fissures** Each creature on the ground attempts a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and climbing their sides requires a DC 15 Athletics check.
2802
+ - **Collapse Structures** Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 sturdy, DC 14 average and most natural formations, DC 9 shoddy, adjusted as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls prone unless it critically succeeds, and falls into a fissure if it critically fails.
2803
+
2804
+ **Heightened (10th)** You create a massive earthquake that can devastate a settlement. The range is half a mile and the area a quarter-mile burst.
2805
+ spells.eldritch-lance.description: |-
2806
+ You condense a beam of mind-assaulting eldritch energy from the dark between the stars and fire it at a target. Make a ranged spell attack roll against its AC. On a hit you deal 2d6 mental damage, doubled on a critical hit.
2807
+
2808
+ **Heightened (+1)** The damage increases by 1d6.
2809
+ spells.eldritch-wrath.description: |-
2810
+ You channel bizarre powers from beyond the universe's outer reaches, dealing 3d12 mental damage to each creature in the area as phantasmal claws, jaws and tentacles lash out. Each attempts a Will save. The area is difficult terrain for any creature sickened by the spell.
2811
+
2812
+ **Critical Success** The creature is unaffected.
2813
+
2814
+ **Success** The creature takes half damage.
2815
+
2816
+ **Failure** The creature takes full damage and is sickened 1.
2817
+
2818
+ **Critical Failure** The creature takes double damage and is sickened 2.
2819
+
2820
+ **Heightened (+1)** The damage increases by 1d12.
2821
+ spells.electrotether.description: |-
2822
+ You supercharge the targets' electromagnetism and pull them with a tether of lightning. Make a ranged spell attack against each target; if you attack two, both count toward your multiple attack penalty, which doesn't increase until after both. Each target takes 4d8 electricity damage and is pulled 5 feet closer to you (10 feet on a critical hit). If both attacks hit, you can instead move the creatures closer to each other. A target stops before entering a space with a barrier, creature or obstacle.
2823
+
2824
+ **Heightened (+1)** The damage increases by 1d8.
2825
+ spells.analyze-target.description: |-
2826
+ You focus on the target as magical holograms display information. When casting completes, you learn its biometric information, including fingerprints, medical conditions and other basic physiology. You and anyone you advise gain a +1 status bonus to checks to Impersonate the creature, Treat Wounds on it and Recall Knowledge about it. If the target is illusory or under illusion magic, you detect this only if the effect's rank is lower than your _analyze target_'s rank.
2827
+
2828
+ **Heightened (3rd)** The status bonus is +2 and you can target up to 10 creatures.
2829
+
2830
+ **Heightened (6th)** The status bonus is +3 and you can target any number of creatures.
2831
+ spells.energy-aegis.description: |-
2832
+ You protect the target with a long-lasting energy barrier, granting resistance 5 to acid, cold, electricity, fire, force, sonic, vitality and void damage.
2833
+
2834
+ **Heightened (9th)** The resistances are 10.
2835
+ spells.enfeeble.description: |-
2836
+ You sap the target's strength, depending on its Fortitude save.
2837
+
2838
+ **Critical Success** The target is unaffected.
2839
+
2840
+ **Success** The target is enfeebled 1 until the start of your next turn.
2841
+
2842
+ **Failure** The target is enfeebled 2 for 1 minute.
2843
+
2844
+ **Critical Failure** The target is enfeebled 3 for 1 minute.
2845
+ spells.enhance-body.description: |-
2846
+ You infuse the target's body with magic. All its unarmed attacks gain the tracking +1 trait and have two weapon damage dice.
2847
+
2848
+ **Heightened (6th)** Tracking +2 and three weapon damage dice.
2849
+
2850
+ **Heightened (9th)** Tracking +3 and four weapon damage dice.
2851
+ spells.enhance-weapon.description: |-
2852
+ You infuse the weapon so it can operate safely beyond its normal parameters. A commercial or tactical weapon becomes an advanced weapon, gaining a +1 item bonus to attack rolls and two weapon damage dice.
2853
+
2854
+ **Heightened (6th)** A commercial, tactical, advanced or superior weapon becomes an elite weapon: +2 item bonus to attack rolls and three weapon damage dice.
2855
+
2856
+ **Heightened (9th)** The target becomes a paragon weapon: +3 item bonus to attack rolls and four weapon damage dice.
2857
+ spells.enlarge.description: |-
2858
+ Bolstered by magic, the target grows to Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1, its reach increases by 5 feet (10 feet if it started Tiny), and it gains a +2 status bonus to melee damage. No effect on a Large or larger creature.
2859
+
2860
+ **Heightened (4th)** The creature grows to Huge instead. The melee damage bonus is +4 and reach increases by 10 feet (15 feet if it started Tiny). No effect on a Huge or larger creature.
2861
+
2862
+ **Heightened (6th)** Choose the 2nd-rank or 4th-rank version and apply it to up to 10 willing creatures.
2863
+ spells.entangling-flora.description: Plants and fungi burst out or quickly grow, entangling creatures. All surfaces in the area are difficult terrain. Each round a creature starts its turn in the area it attempts a Reflex save. On a failure it takes a -10-foot circumstance penalty to its Speeds until it leaves the area; on a critical failure it is also immobilized for 1 round. Creatures can attempt to Escape to remove these effects.
2864
+ spells.enthrall.description: |-
2865
+ Your words fascinate your targets. You must speak or sing without interruption throughout the casting and duration. Targets who notice might give undivided attention and each attempts a Will save. The GM might grant a circumstance bonus (maximum +4) if the target is of an opposing religion, ancestry or political leaning or otherwise unlikely to agree with you. Each creature that comes within range attempts a save when you Sustain the spell. If you're speaking, the spell gains the linguistic trait.
2866
+
2867
+ **Critical Success** The target is unaffected and notices you tried to use magic.
2868
+
2869
+ **Success** The target needn't pay attention and doesn't notice you used magic (it might notice others are enthralled).
2870
+
2871
+ **Failure** The target is fascinated with you. If it witnesses actions or speech it disagrees with, it can attempt another Will save; on a success it's no longer fascinated and is temporarily immune for 1 hour. The fascination ends immediately if the target is subject to a hostile act or another creature succeeds at a Diplomacy or Intimidation check against it.
2872
+
2873
+ **Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees.
2874
+ spells.entropy-strike.description: |-
2875
+ You unleash a ray of entropy that rapidly decays matter. Make a ranged spell attack against the target's AC. On a hit it takes 5d8 void damage, or, if it has the tech trait, 2d6 persistent acid damage and it is glitching 1. On a critical hit, double the damage, and a tech-trait creature is glitching 2 and stunned 1.
2876
+
2877
+ **Heightened (+1)** The damage increases by 1 die.
2878
+ spells.environmental-endurance.description: |-
2879
+ You shield the target against dangerous temperatures. Choose severe cold or severe heat; the target is protected from it (but not from extreme cold or heat).
2880
+
2881
+ **Heightened (3rd)** The target is protected from severe cold and severe heat.
2882
+
2883
+ **Heightened (5th)** The target is protected from severe and extreme cold and heat.
2884
+ spells.event-horizon.description: |-
2885
+ You unleash the power of a supermassive black hole. All creatures in the area take 6d10 bludgeoning and 6d10 void damage. The spell ignores up to 10 of their resistance to bludgeoning and up to 10 to void. Each creature attempts a Reflex save.
2886
+
2887
+ **Critical Success** The creature is unaffected.
2888
+
2889
+ **Success** The creature takes half damage and is slowed 1 until the end of its next turn.
2890
+
2891
+ **Failure** The creature takes full damage, is slowed 3 until the end of its next turn and slowed 1 for 1 minute.
2892
+
2893
+ **Critical Failure** The creature takes double damage, is slowed 3 until the end of its next turn and slowed 2 for 1 minute.