spell:
- action_abbr: R
  area: 60-foot emanation
  cast: '|R| somatic or verbal'
  components:
  - Somatic
  - Verbal
  descr: 'Your performance protects you and your allies. Roll a Performance check
    for a type you know: an auditory performance if the trigger was auditory, or a
    visual one for a visual trigger. You and allies in the area can use the better
    result between your Performance check and the saving throw.'
  duration: null
  has_been_manually_proofread: true
  level: 1
  name: Counter Performance
  range: null
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 386
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Composition
  - Enchantment
  - Fortune
  - Mental
  trigger: You or an ally within 60 feet rolls a saving throw against an auditory
    or visual effect.
  type: Focus
- action_abbr: '1'
  cast: '|1| verbal'
  components:
  - Verbal
  descr: Your encouragement inspires your ally to succeed at a task. This counts as
    having taken sufficient preparatory actions to Aid your ally on a skill check
    of your choice, regardless of the circumstances. When you later use the Aid reaction,
    you can roll Performance instead of the normal skill check, and if you roll a
    failure, you get a success instead. If you are legendary in Performance, you automatically
    critically succeed.\n\nThe GM might rule that you can't use this ability if the
    act of encouraging your ally would interfere with the skill check (such as a check
    to Sneak quietly or maintain a disguise).
  duration: 1 round
  has_been_manually_proofread: true
  level: 1
  name: Inspire Competence
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 386
  targets: 1 ally
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Cantrip
  - Composition
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Cantrip
- action_abbr: '1'
  area: 60-foot emanation
  cast: '|1| verbal'
  components:
  - Verbal
  descr: You inspire your allies with words or tunes of encouragement. You and all
    allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves
    against fear effects.
  duration: 1 round
  has_been_manually_proofread: true
  level: 1
  name: Inspire Courage
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 386
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Cantrip
  - Composition
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Cantrip
- action_abbr: F
  cast: '|F| verbal'
  components:
  - Verbal
  descr: "You add a flourish to your composition to extend its benefits. If your next\
    \ action is to cast a cantrip composition with a duration of 1 round, attempt\
    \ a Performance check. The DC is usually a standard-difficulty DC of a level equal\
    \ to the highest-level target of your composition, but the GM can assign a different\
    \ DC based on the circumstances. The effect depends on the result of your check.\
    \  \n\n**Critical Success**  The composition lasts 4 rounds.\n\n**Success**  The\
    \ composition lasts 3 rounds.\n\n**Failure**  The composition lasts 1 round, but\
    \ you don't spend the Focus Point for casting this spell."
  duration: null
  has_been_manually_proofread: true
  level: 1
  name: Lingering Composition
  range: null
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 387
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Enchantment
  trigger: null
  type: Focus
- action_abbr: F
  cast: '|F| somatic'
  components:
  - Somatic
  descr: You call upon your muse's deep mysteries, granting the target a greater ability
    to think and recall information. Roll the triggering Recall Knowledge skill check
    twice and use the better result.
  duration: null
  has_been_manually_proofread: true
  level: 1
  name: Loremaster's Etude
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 387
  targets: you or the triggering ally
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Divination
  - Fortune
  trigger: You or an ally within range attempts a skill check to Recall Knowledge
  type: Focus
- action_abbr: '1'
  area: 60-foot emanation
  cast: '|1| verbal'
  components:
  - Verbal
  descr: You inspire your allies to protect themselves more effectively. You and all
    allies in the area gain a +1 status bonus to AC and saving throws, as well as
    resistance equal to half the spell's level to physical damage.
  duration: 1 round
  has_been_manually_proofread: true
  level: 2
  name: Inspire Defense
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 387
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Cantrip
  - Composition
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Cantrip
- action_abbr: '1'
  area: 60-foot emanation
  cast: somatic
  components:
  - Somatic
  descr: You dance at a lively tempo, speeding your allies' movement. You and all
    allies in the area gain a +10-foot status bonus to all Speeds for 1 round.
  duration: 1 round
  has_been_manually_proofread: true
  level: 2
  name: Triple Time
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 387
  targets: null
  traditions: null
  traits:
  - Bard
  - Cantrip
  - Composition
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Cantrip
- action_abbr: '1'
  area: 30-foot emanation
  cast: verbal
  components:
  - Verbal
  descr: Foes within the area are frightened 1. They can't reduce their frightened
    value below 1 while they remain in the area.
  duration: 1 round
  has_been_manually_proofread: true
  level: 3
  name: Dirge of Doom
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 386
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Cantrip
  - Composition
  - Emotion
  - Enchantment
  - Fear
  - Mental
  trigger: null
  type: Cantrip
- action_abbr: F
  cast: verbal
  components:
  - Verbal
  descr: "You call upon your muse to greatly increase the benefits you provide to\
    \ your allies with your inspire courage or inspire defense composition. If your\
    \ next action is to cast inspire courage or inspire defense, attempt a Performance\
    \ check. The DC is usually a very hard DC of a level equal to that of the highest-level\
    \ target of your composition, but the GM can assign a different DC based on the\
    \ circumstances. The effect of your inspire courage or inspire defense composition\
    \ depends on the result of your check.  \n\n**Critical Success**  The status bonus\
    \ from your inspire courage or inspire defense increases to +3.  \n\n**Success**\
    \  The status bonus from inspire courage or inspire defense increases to +2. \
    \ \n\n**Failure**  Your inspire courage or inspire defense provides only its normal\
    \ bonus of +1, but you don't spend the Focus Point for casting this spell."
  duration: null
  has_been_manually_proofread: true
  level: 4
  name: Inspire Heroics
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 387
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Enchantment
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: You mime creating an invisible 10-foot-by-10-foot stretch of wall adjacent
    to you and within your reach. The wall is solid to those creatures that don't
    disbelieve it, even incorporeal creatures. You and your allies can voluntarily
    believe the wall exists to continue to treat it as solid, for instance to climb
    onto it. A creature that disbelieves the illusion is temporarily immune to your
    house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't
    see your visual performance, nor does it block objects. The wall has AC 10, Hardness
    equal to double the spell's level, and HP equal to quadruple the spell's level.
  duration: 1 round
  has_been_manually_proofread: true
  level: 5
  name: House of Imaginary Walls
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 386
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Cantrip
  - Composition
  - Illusion
  - Visual
  trigger: null
  type: Cantrip
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You perform rapidly, speeding up your ally. The ally becomes quickened and
    can use the additional action to Strike, Stride, or Step.
  duration: 1 round
  has_been_manually_proofread: true
  level: 7
  name: Allegro
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 386
  targets: 1 ally
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Cantrip
  - Composition
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You draw upon your muse to soothe your allies. Choose one of the following\
    \ three effects:\n The spell attempts to counteract fear effects on the targets.\
    \ \n The spell attempts to counteract effects imposing paralysis on the targets.\
    \ \n The spell restores 7d8 Hit Points to the targets.  \n\n**Heightened (+1)**\
    \  When used to heal, soothing ballad restores 1d8 more Hit Points."
  duration: null
  has_been_manually_proofread: true
  level: 7
  name: Soothing Ballade
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 387
  targets: you and up to 9 allies
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Composition
  - Emotion
  - Enchantment
  - Healing
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You perform music so perfect that the target may die of joy or sorrow. Once\
    \ targeted, the creature becomes temporarily immune for 1 minute. The effect of\
    \ the spell depends on the target's level and current Hit Points.   \n\n**16th\
    \ or Lower**  The target dies instantly.   \n\n**17th**  If the target has 50\
    \ Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points\
    \ and becomes dying 1.   \n\n**18th or Higher**  The target takes 50 damage. If\
    \ this brings it to 0 Hit Points, it dies instantly."
  duration: null
  has_been_manually_proofread: true
  level: 10
  name: Fatal Aria
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 386
    page_stop: 386
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Bard
  - Composition
  - Death
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "Your hands become infused with positive energy, healing a living creature\
    \ or damaging an undead creature with a touch. If you use lay on hands on a willing\
    \ living target, you restore 6 Hit Points; if the target is one of your allies,\
    \ they also gain a +2 status bonus to AC for 1 round. Against an undead target,\
    \ you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails,\
    \ it also takes a -2 status penalty to AC for 1 round.  \n\n**Heightened (+1)**\
    \  The amount of healing increases by 6, and the damage to an undead target increases\
    \ by 1d6."
  duration: null
  has_been_manually_proofread: true
  level: 1
  name: Lay on Hands
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 388
  targets: 1 willing living creature or 1 undead creature
  traditions: null
  traits:
  - Uncommon
  - Champion
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "Your litany rails against the sin of wrath, punishing the target for attacking\
    \ good creatures. The target must attempt a Will save. A particularly wrathful\
    \ creature, such as a wrath demon, uses the outcome one degree of success worse\
    \ than the result of its saving throw. The target then becomes temporarily immune\
    \ to all of your litanies for 1 minute.  \n\n**Critical Success**  The target\
    \ is unaffected.  \n\n**Success**  The first time the target uses an action that\
    \ deals damage to at least one good creature, the target takes 3d6 good damage.\
    \  \n\n**Failure**  Each time the target uses an action that deals damage to at\
    \ least one good creature, the target takes 3d6 good damage.  \n\n**Critical Failure**\
    \  The target is enfeebled 2. Each time it uses an action that deals damage to\
    \ at least one good creature, the target takes 3d6 good damage.  \n\n**Heightened\
    \ (+1)**  The damage increases by 1d6."
  duration: 1 round
  has_been_manually_proofread: false
  level: 3
  name: Litany against Wrath
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 388
    page_stop: 388
  targets: 1 evil creature
  traditions: null
  traits:
  - Uncommon
  - Champion
  - Evocation
  - Good
  - Litany
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "Your litany rails against the sin of sloth, interfering with the target's\
    \ ability to react. The target must attempt a Will save. A particularly slothful\
    \ creature, such as a sloth demon, uses the outcome one degree of success worse\
    \ than the result of its saving throw. The target becomes temporarily immune to\
    \ all of your litanies for 1 minute.  \n\n **Critical Success** The target is\
    \ unaffected.  \n\n **Success** The target can't use reactions.  \n\n **Failure**\
    \ The target can't use reactions and is slowed 1.  \n\n **Critical Failure** The\
    \ target can't use reactions and is slowed 2."
  duration: 1 round
  has_been_manually_proofread: false
  level: 5
  name: Litany against Sloth
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 388
    page_stop: 388
  targets: 1 evil creature
  traditions: null
  traits:
  - Uncommon
  - Champion
  - Evocation
  - Good
  - Litany
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: You form a link with an ally, allowing you to take harm in their stead. All
    the effects of the hit or failed save are applied to you instead of the ally.
    For example, if the target critically fails a saving throw against a fireball,
    you would take double damage. These effects ignore any resistances, immunities,
    or other abilities you have that might mitigate them in any way, although those
    of the target apply before you take the effect.
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Champion's Sacrifice
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 387
  targets: 1 ally
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Champion
  trigger: An ally is hit by a Strike, or an ally fails a saving throw against an
    effect that doesn't affect you.
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "Your litany denounces an evildoer, rendering it susceptible to the powers\
    \ of good. The target gains weakness 7 to good. The target then becomes temporarily\
    \ immune to all of your litanies for 1 minute.  \n\n**Heightened (+1)**  The weakness\
    \ increases by 1."
  duration: 1 round
  has_been_manually_proofread: false
  level: 7
  name: Litany of Righteousness
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 388
    page_stop: 388
  targets: 1 evil creature
  traditions: null
  traits:
  - Uncommon
  - Champion
  - Evocation
  - Good
  - Litany
  trigger: null
  type: Focus
- action_abbr: F
  cast: verbal
  components:
  - Verbal
  descr: You shout in defiance, filling you with a sudden burst of healing. Just before
    applying the attack's damage, you recover 10d4+20 Hit Points. If this is enough
    to prevent the attack from bringing you to 0 Hit Points, you don't become unconscious
    or dying. Either way, cheating death is difficult, and you can't use hero's defiance
    again until you Refocus or the next time you prepare. Hero's defiance cannot be
    used against effects with the death trait or that would leave no remains, such
    as disintegrate.
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Hero's Defiance
  req: null
  source:
  - abbr: CRB
    page_start: 387
    page_stop: 387
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Champion
  - Healing
  - Necromancy
  - Positive
  trigger: An attack would bring you to 0 Hit Points.
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: The blessings of your god make your feet faster and your movements more fluid.
    You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As
    part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb,
    Fly, or Swim if you have the appropriate Speed.
  duration: until the end of the current turn
  has_been_manually_proofread: false
  level: 1
  name: Agile Feet
  req: null
  source:
  - abbr: CRB
    page_start: 389
    page_stop: 389
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 5-foot burst
  cast: material, verbal
  components:
  - Material
  - Verbal
  descr: "You create a brief vision of immense wealth filling the spell's area. Each\
    \ creature within 20 feet of the area that could be enticed by material wealth\
    \ must attempt a Will saving throw. A creature that enters the area automatically\
    \ disbelieves the illusion, and disbelieving the illusion ends any fascinated\
    \ condition imposed by the spell. As long as you Sustain the Spell, other creatures\
    \ react to the treasure like they would any other illusion, but they are not at\
    \ risk of becoming fascinated.  \n\n**Critical Success**  The creature disbelieves\
    \ the illusion and is unaffected by it.  \n\n**Success**  The creature is fascinated\
    \ by the wealth until it has completed its first action on its next turn.  \n\n\
    **Failure**  The creature is fascinated by the illusion."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Appearance of Wealth
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 389
    page_stop: 389
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Illusion
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: Your body fills with physical power and skill. You gain a +10- foot status
    bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting
    this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses
    apply during that action.
  duration: 1 round
  has_been_manually_proofread: false
  level: 1
  name: Athletic Rush
  req: null
  source:
  - abbr: CRB
    page_start: 389
    page_stop: 389
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You tilt the scales of luck slightly to protect a creature from disaster.
    When the target would attempt a saving throw, it can roll twice and use the better
    result. Once it does this, the spell ends. If you cast bit of luck again, any
    previous bit of luck you cast that's still in effect ends. After a creature has
    been targeted with bit of luck, it becomes temporarily immune for 24 hours.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Bit of Luck
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 389
    page_stop: 389
  targets: 1 willing creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Fortune
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You strengthen a target's ambition, increase its resentment of allies, and\
    \ make its allegiances more susceptible to change. The target must attempt a Will\
    \ save.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target takes a -1 status penalty to its saving throws and other defenses\
    \ against attempts to Coerce it, Request something of it, or use mental effects\
    \ to convince it to do something (such as a suggestion spell). This penalty applies\
    \ only if the target is being encouraged to advance its own ambitions.  \n\n**Failure**\
    \  As success, but the penalty is -2.  \n\n**Critical Failure**  The target is\
    \ overcome with ambition, taking whatever actions would advance its own agenda\
    \ over those of anyone else, even without attempts to convince it."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 1
  name: Blind Ambition
  range: 60 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 389
    page_stop: 389
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You infuse your target with attraction, causing it to act friendlier toward\
    \ you. The target attempts a Will save. It gains a +4 circumstance bonus to this\
    \ save if you or your allies recently threatened or were hostile to it. You can\
    \ Dismiss the spell. If you use hostile actions against the target, the spell\
    \ ends. After the spell ends, the target doesn't necessarily realize it was charmed\
    \ unless its friendship with you or the actions you convinced it to take clash\
    \ with its expectations, which could potentially allow you to convince the target\
    \ to continue being your friend via mundane means.  \n\n**Critical Success** \
    \ The target is unaffected and aware you tried to charm it.  \n\n**Success** \
    \ The target is unaffected but thinks your spell was something harmless instead\
    \ of charming touch, unless it identifies the spell (usually with Identify Magic).\
    \  \n\n**Failure**  The target's attitude becomes friendly toward you. If it was\
    \ friendly, it becomes helpful. It can't use hostile actions against you.  \n\n\
    **Critical Failure**  The target is helpful and can't use hostile actions against\
    \ you.  \n\n**Heightened (4th)**  You can target any type of creature, not just\
    \ humanoids, as long as it could find you attractive."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 1
  name: Charming Touch
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 390
    page_stop: 390
  targets: 1 humanoid creature that could find you attractive
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: You drape the target in a mantle of swirling shadows that make it harder
    to see. The cloak reduces bright light within a 20-foot emanation to dim light.
    This is a form of magical darkness and can therefore overcome non-magical light
    or attempt to counteract magical light as described on page 458. The target can
    use concealed condition gained from the shadows to Hide, though observant creatures
    can still follow the moving aura of shadow, making it difficult for the target
    to become completely undetected. The target can use an Interact action to remove
    the cloak and leave it behind as a decoy, where it remains, reducing light for
    the rest of the spell's duration. If anyone picks up the cloak after it's been
    removed by the original target, the cloak evaporates and the spell ends.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Cloak of Shadow
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 390
    page_stop: 390
  targets: 1 willing creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Darkness
  - Evocation
  - Shadow
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 15-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your voice booms, smashing what's in front of you. Each creature and unattended\
    \ object in the area takes 1d8 sonic damage. If you already dealt damage to an\
    \ enemy this turn with a Strike or spell, increase the damage dice from this spell\
    \ to d12s.  \n\n**Heightened (+1)**  The damage increases by 1d8."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Cry of Destruction
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 390
    page_stop: 390
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  - Sonic
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 15-foot cone
  cast: material, verbal
  components:
  - Material
  - Verbal
  descr: "You raise your religious symbol and create a blinding flash of light. Each\
    \ creature in the area must attempt a Fortitude save.  \n\n**Critical Success**\
    \  The creature is unaffected.  \n\n**Success**  The creature is dazzled for 1\
    \ round.  \n\n**Failure**  The creature is blinded for 1 round and dazzled for\
    \ 1 minute. The creature can spend an Interact action rubbing its eyes to end\
    \ the blinded condition.  \n\n**Critical Failure**  The creature is blinded for\
    \ 1 round and dazzled for 1 hour.  \n\n**Heightened (3rd)**  The area increases\
    \ to a 30-foot cone."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Dazzling Flash
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 391
    page_stop: 391
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  - Light
  - Visual
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: Seeing another pass from this world to the next invigorates you. You gain
    temporary Hit Points equal to the triggering creature's level plus your Wisdom
    modifier. If the triggering creature was undead, double the number of temporary
    Hit Points you gain . These last for the duration of the spell, and the spell
    ends if all the temporary Hit Points are depleted earlier.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Death's Call
  req: null
  source:
  - abbr: CRB
    page_start: 391
    page_stop: 391
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Necromancy
  trigger: A living creature within 20 feet of you dies, or an undead creature within
    20 feet of you is destroyed.
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "While in a crowd of roughly similar creatures, your appearance becomes bland\
    \ and nondescript. You gain a +2 status bonus to Deception and Stealth checks\
    \ to go unnoticed among the crowd, and you ignore difficult terrain caused by\
    \ the crowd.  \n\n**Heightened (3rd)**  The spell gains a range of 10 feet and\
    \ can target up to 10 creatures."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Face in the Crowd
  req: null
  source:
  - abbr: CRB
    page_start: 392
    page_stop: 392
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Illusion
  - Visual
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A blazing band of fire arcs through the air. Make a spell attack roll. The\
    \ ray deals 2d6 fire damage.  \n\n**Critical Success**  The ray deals double damage\
    \ and 1d4 persistent fire damage.  \n\n**Success**  The ray deals full damage.\
    \  \n\n**Heightened (+1)**  The ray's initial damage increases by 2d6, and the\
    \ persistent fire damage on a critical success increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Fire Ray
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 392
    page_stop: 392
  targets: 1 creature or object
  traditions: null
  traits:
  - Uncommon
  - Attack
  - Cleric
  - Evocation
  - Fire
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "You quiet the target's voice, preventing it from giving away valuable secrets.\
    \ This doesn't prevent the target from talking or providing verbal spell components,\
    \ but no creature more than 10 feet away can hear its whispers without succeeding\
    \ at a Perception check against your spell DC, which might interfere with auditory\
    \ or linguistic effects as well as communication. The spell's duration depends\
    \ on the target's Fortitude save. After attempting its save, the target becomes\
    \ temporarily immune for 24 hours.  \n\n**Critical Success**  The target is unaffected.\
    \  \n\n**Success**  The duration is 1 round.  \n\n**Failure**  The duration is\
    \ 1 minute.  \n\n**Critical Failure**  The duration is 10 minutes."
  duration: varies
  has_been_manually_proofread: false
  level: 1
  name: Forced Quiet
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "Your words bless a creature with an enhanced connection to positive energy.\
    \ When the target regains Hit Points from a healing spell, it regains 1 additional\
    \ Hit Point. The target regains additional Hit Points from healer's blessing only\
    \ the first time it regains HP from a given healing spell, so a spell that heals\
    \ the creature repeatedly over a duration would restore additional Hit Points\
    \ only once.  \n\n**Heightened (+1)**  The additional healing increases by 2 HP."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Healer's Blessing
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: 1 willing living creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Necromancy
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You evoke a magical stone and throw it, with your god's presence guiding\
    \ your aim. Make a spell attack roll against the target. The stone deals bludgeoning\
    \ damage equal to 1d6 plus your Strength modifier.  \n\n**Critical Success** \
    \ The stone deals double damage.  \n\n**Success**  The stone deals full damage.\
    \  \n\n**Heightened (+1)**  The stone's damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Hurtling Stone
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: 1 creature
  traditions: null
  traits:
  - Attack
  - Cleric
  - Earth
  - Evocation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: A creature becomes a receptacle for pure magical energy sent by your deity.
    The target gains a +1 status bonus to saving throws. Each time you Cast a Spell
    from your spell slots, you automatically Sustain this Spell and grant its target
    resistance to damage from spells until the start of your next turn. This resistance
    is equal to the level of the spell you cast.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Magic's Vessel
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Enchantment
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shine a ray of moonlight. Make a spell attack roll. The beam of light\
    \ deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses,\
    \ resistances, and the like.  \n\n**Critical Success**  The beam deals double\
    \ damage, and the target is dazzled for 1 minute.  \n\n**Success**  The beam deals\
    \ full damage, and the target is dazzled for 1 round.  \n\n**Heightened (+1)**\
    \  The ray's damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Moonbeam
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: 1 creature or object
  traditions: null
  traits:
  - Uncommon
  - Attack
  - Cleric
  - Evocation
  - Fire
  - Light
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Huge amounts of food and drink fill the target. It receives a full meal's\
    \ worth of nourishment and must attempt a Fortitude save. A target sickened by\
    \ this spell takes a -10-foot status penalty to its Speed until it's no longer\
    \ sickened.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target is sickened 1, but if it spends an action to end the condition,\
    \ it succeeds automatically.  \n\n**Failure**  The target is sickened 1.  \n\n\
    **Critical Failure**  The target is sickened 2."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Overstuff
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: 1 living creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You meditate upon perfection to remove all distractions from your mind. Attempt
    a new Will save against one mental effect currently affecting you that required
    a Will save. Use the result of this new save to determine the outcome of the mental
    effect, unless the new save would have a worse result than the original save,
    in which case nothing happens. You can use perfected mind against a given effect
    only once.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Perfected Mind
  req: null
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: "You protect your ally by suffering in their stead. Reduce the damage the\
    \ triggering ally would take by 3. You redirect this damage to yourself, but your\
    \ immunities, weaknesses, resistances and so on do not apply. You aren't subject\
    \ to any conditions or other effects of whatever damaged your ally (such as poison\
    \ from a venomous bite). Your ally is still subject to those effects even if you\
    \ redirect all of the triggering damage to yourself.  \n\n**Heightened (+1)**\
    \  The damage you redirect increases by 3."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Protector's Sacrifice
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 395
    page_stop: 395
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  trigger: An ally within 30 feet takes damage.
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Giving the air a push, you buffet the target with a powerful gust of wind;\
    \ it must attempt a Fortitude save.  \n\n**Critical Success**  The target is unaffected.\
    \  \n\n**Success**  The target is pushed 5 feet away from you.  \n\n**Failure**\
    \  The target is pushed 10 feet away from you.  \n\n**Critical Failure**  The\
    \ target is pushed 10 feet away from you and knocked prone."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Pushing Gust
  range: 500 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 395
    page_stop: 395
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Air
  - Cleric
  - Conjuration
  trigger: null
  type: Focus
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You attempt to learn more about the target's fate in the short term, usually
    within the next day for most prosaic creatures, or the next hour or less for someone
    likely to have multiple rapid experiences, such as someone actively adventuring.
    You learn a single enigmatic word connected to the creature's fate in that time
    frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to
    be taken at face value, so the meaning is often clear only in hindsight. The GM
    rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on
    a failed flat check, the spell yields the word "inconclusive." Either way, the
    creature is then temporarily immune for 24 hours.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Read Fate
  range: 10 feet
  req: null
  source:
  - abbr: CRB
    page_start: 395
    page_stop: 395
  targets: 1 creature other than you
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Prediction
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You inflict pain upon the target and revel in their anguish. This deals\
    \ 1d4 mental damage and 1d4 persistent mental damage; the target must attempt\
    \ a Will save. As long as the target is taking persistent damage from this spell,\
    \ you gain a +1 status bonus to attack rolls and skill checks against the target.\
    \  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**  The target\
    \ takes half damage and no persistent damage.  \n\n**Failure**  The target takes\
    \ full initial and persistent damage.  \n\n**Critical Failure**  The target takes\
    \ double initial and persistent damage.  \n\n**Heightened (+1)**  The initial\
    \ damage increases by 1d4 and the persistent damage increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Savor the Sting
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 396
    page_stop: 396
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Attack
  - Cleric
  - Enchantment
  - Mental
  - Nonlethal
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: Speaking a short prayer as you gather your thoughts, you're blessed to find
    that your deity gave you just the right bit of information for your situation.
    Roll the triggering check twice and use the better result.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Scholarly Recollection
  req: null
  source:
  - abbr: CRB
    page_start: 396
    page_stop: 396
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Fortune
  trigger: You attempt a Perception check to Seek, or you attempt a skill check to
    Recall Knowledge with a skill you're trained in.
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You attempt to calm the target by uttering soothing words in a calm and\
    \ even tone. The target gains a +1 status bonus to Will saving throws. This bonus\
    \ increases to +2 against emotion effects. In addition, when you Cast this Spell,\
    \ you can attempt to counteract one emotion effect on the target.  \n\n**Heightened\
    \ (5th)**  The bonus to saves increases to +2, or +3 against emotion effects."
  duration: 1 round
  has_been_manually_proofread: false
  level: 1
  name: Soothing Words
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 396
    page_stop: 396
  targets: 1 ally
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 5-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: A deluge of colorful illusory paint, tools, or other symbols of art and artisanship
    drift down in the area. Roll 1d4 to determine the color of the illusion. Each
    creature in the area must attempt a Will save. A creature is unaffected on a success.
    On a failure or critical failure, the creature takes the results listed on the
    table relevant to the color.
  duration: varies
  has_been_manually_proofread: false
  level: 1
  name: Splash of Art
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 397
    page_stop: 397
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Illusion
  - Visual
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: You swiftly move from a dangerous spot and veil yourself. You Step and become
    concealed.
  duration: until the end of your next turn
  has_been_manually_proofread: false
  level: 1
  name: Sudden Shift
  req: null
  source:
  - abbr: CRB
    page_start: 397
    page_stop: 397
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  - Illusion
  trigger: An enemy misses you with a melee attack.
  type: Focus
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: With soothing song or tales, you lull the target into an enchanting dream.
    When you cast the spell, the target falls unconscious if it wasn't already. While
    unconscious, it experiences a dream of your choice. If it sleeps for at least
    1 minute, it gains the benefit of the dream for the remainder of the spell's duration.
    Dream of Insight +1 status bonus to Intelligence-based skill checks Dream of Glamour
    +1 status bonus to Charisma-based skill checks Dream of Voyaging +5-foot status
    bonus to Speed If you Cast this Spell again, the effects of any previous sweet
    dream you cast end.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 1
  name: Sweet Dream
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 397
    page_stop: 397
  targets: 1 willing creature
  traditions: null
  traits:
  - Uncommon
  - Auditory
  - Cleric
  - Enchantment
  - Linguistic
  - Mental
  - Sleep
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You call forth a tremendous wave to move the target either in a body of\
    \ water or on the ground. The target must attempt a Fortitude save.  \n\n**Failure**\
    \  You move the target 5 feet in any direction along the ground or 10 feet in\
    \ any direction through a body of water.  \n\n**Critical Failure**  You move the\
    \ target up to 10 feet in any direction along the ground or 20 feet in any direction\
    \ through a body of water."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Tidal Surge
  range: 60 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 397
    page_stop: 397
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  - Water
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "Your imperious touch erodes the target's willpower, making it easier to\
    \ control. The target attempts a Will save.  \n\n**Critical Success**  The target\
    \ is unaffected.  \n\n**Success**  The target is stupefied 1 until the end of\
    \ your current turn.  \n\n**Failure**  The target is stupefied 1 until the end\
    \ of your next turn.  \n\n**Critical Failure**  The target is stupefied 1 for\
    \ 1 minute."
  duration: varies
  has_been_manually_proofread: false
  level: 1
  name: Touch of Obedience
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: 1 living creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Enchantment
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You attack the target's life force with undeath, dealing 1d6 negative damage.\
    \ The target must attempt a Fortitude save.  \n\n**Critical Success**  The target\
    \ is unaffected.  \n\n**Success**  The target takes half damage.  \n\n**Failure**\
    \  The target takes full damage, and positive effects heal it only half as much\
    \ as normal for 1 round.  \n\n**Critical Failure**  The target takes double damage,\
    \ and positive effects heal it only half as much as normal for 1 minute.  \n\n\
    **Heightened (+1)**  The damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Touch of Undeath (Cleric)
  range: touch
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: 1 living creature
  traditions: null
  traits:
  - Uncommon
  - Attack
  - Cleric
  - Necromancy
  - Negative
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: Nothing can hold you in place. You immediately escape from every magical
    effect that has you immobilized or grabbed unless the effect is of a higher level
    than your unimpeded stride spell. You then Stride. During this movement, you ignore
    difficult terrain and any circumstance or status penalties to your Speed.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Unimpeded Stride
  req: null
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You surround yourself in a veil of confidence. You reduce your current frightened
    condition by 1, and whenever you would become frightened during the duration,
    reduce the amount by 1. If you critically fail a save against fear, veil of confidence
    ends immediately, and you increase any frightened condition you gain from the
    critical failure by 1 instead of decreasing it.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Veil of Confidence
  req: null
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Enchantment
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "Your body sprouts a coat of brambly thorns that harm those that strike you\
    \ and thrive on life magic. Adjacent creatures that hit you with a melee attack,\
    \ as well as creatures that hit you with unarmed attacks, take 1 piercing damage\
    \ each time they do. Anytime you cast a positive spell, the damage from your thorns\
    \ increases to 1d6 until the start of your next turn.  \n\n**Heightened (+1)**\
    \  The damage increases by 1, or 1d6 after you cast a positive spell."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Vibrant Thorns
  req: null
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Morph
  - Plant
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You fill the creature's mind with a terrifying vision out of its nightmares.\
    \ The target must attempt a Will save. If the target is unconscious when you Cast\
    \ this Spell on it, it immediately wakes up before attempting its save, and if\
    \ it fails its save, it gains the fleeing condition for 1 round in addition to\
    \ the effects noted above.  \n\n**Critical Success**  The target is unaffected.\
    \  \n\n**Success**  The target is frightened 1.  \n\n**Failure**  The target is\
    \ frightened 2.  \n\n**Critical Failure**  The target is frightened 3."
  duration: varies
  has_been_manually_proofread: false
  level: 1
  name: Walking Nightmare
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Fear
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: Holding your weapon aloft, you fill it with divine energy. On your next Strike
    with that weapon before the start of your next turn, you gain a +1 status bonus
    to the attack roll and the weapon deals an additional die of damage. If the weapon
    has a striking rune, this instead increases the number of dice from the striking
    rune by 1 (to a maximum of 3 extra weapon dice).If the target weapon leaves your
    possession, weapon surge immediately ends.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Weapon Surge
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: 1 weapon you're wielding
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You speak a statement you believe to be true and that is free of any attempt
    to deceive through twisting words, omission, and so on. The statement must be
    25 words or fewer. A symbol of your deity glows above your head, and anyone who
    sees you and hears your statement knows that you believe it to be true. Each time
    you Sustain this Spell, you can repeat this effect.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Word of Truth
  req: null
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: material, verbal
  components:
  - Material
  - Verbal
  descr: "You transform the target to make it match your artisanal and artistic vision.\
    \ If you have expert proficiency in Crafting, the item grants a +1 item bonus\
    \ to attack rolls if it's a weapon or skill checks if it's a skill tool. The target\
    \ is a beautiful and impressive piece for its new quality, but the effect is obviously\
    \ temporary, so its monetary value doesn't change. When you cast this spell, any\
    \ previous artistic flourish you had cast ends.  \n\n**Heightened (7th)**  If\
    \ you have master proficiency in Crafting, the item grants a +2 item bonus instead.\
    \  \n\n**Heightened (10th)**  If you have legendary proficiency in Crafting, the\
    \ item grants a +3 item bonus instead."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Artistic Flourish
  range: 15 feet
  req: null
  source:
  - abbr: CRB
    page_start: 389
    page_stop: 389
  targets: 1 item or work of art that fits entirely within the range
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 15-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You become intensely entrancing, and creatures are distracted by you as\
    \ long as they remain within the area. You can exclude any creatures you choose\
    \ from the effects. When a creature enters the area for the first time, it must\
    \ attempt a Will saving throw. If a creature leaves and reenters, it uses the\
    \ results of its original save.  \n\n**Critical Success**  The creature is unaffected\
    \ and temporarily immune for 1 hour.  \n\n**Success**  The creature is fascinated\
    \ with you for its next action, then is temporarily immune for 1 hour.  \n\n**Failure**\
    \  The creature is fascinated with you.  \n\n**Critical Failure**  The creature\
    \ is fascinated with you, and its attitude toward you improves by one step.  \n\
    \n**Heightened (+1)**  Increase the size of the emanation by 15 feet."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Captivating Adoration
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 389
    page_stop: 389
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Mental
  - Visual
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: With the threat of more pain, you compel a creature you've recently harmed.
    You issue a command to the target, with the effects of the spell command.
  duration: until the end of your target's next turn
  has_been_manually_proofread: false
  level: 4
  name: Commanding Lash
  range: 100 feet
  req: Your most recent action dealt damage to a target
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 390
    page_stop: 390
  targets: A creature you dealt damage to on your most recent action.
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "Your competitiveness drives you to prove yourself against the opposition.\
    \ You gain a +1 status bonus to attack rolls and skill checks. If an enemy within\
    \ 20 feet critically succeeds at an attack roll or skill check, your status bonus\
    \ increases to +3 attack rolls or that specific skill check (whichever the foe\
    \ critically succeeded at) for 1 round.  \n\n**Heightened (7th)**  Increase the\
    \ base bonus to +2 and the increased bonus after an enemy critically succeeds\
    \ to +4."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Competitive Edge
  req: null
  source:
  - abbr: CRB
    page_start: 390
    page_stop: 390
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You infuse a creature's vision with darkness. After attempting its save,\
    \ the target becomes temporarily immune for 24 hours.  \n\n**Critical Success**\
    \  The target is unaffected.  \n\n**Success**  The target's darkvision or low-light\
    \ vision is suppressed for 1 round.  \n\n**Failure**  As success, but the duration\
    \ is 1 minute.  \n\n**Critical Failure**  As success, but the duration is 1 minute,\
    \ and the target is also blinded for the duration. It can attempt a new save at\
    \ the end of each of its turns. If it succeeds, it's no longer blinded, but its\
    \ darkvision or low-light vision remains suppressed."
  duration: varies
  has_been_manually_proofread: false
  level: 4
  name: Darkened Eyes
  range: 60 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 390
    page_stop: 390
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Darkness
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You make the target overconfident, leading it to ascribe failure to external\
    \ factors. If the target fails at an attack roll or skill check, it takes a -1\
    \ status penalty to attack rolls and skill checks until the end of its turn (or\
    \ the end of its next turn, if it attempted the roll outside its turn). If the\
    \ creature fails a second time while taking this penalty, the penalty increases\
    \ to -2. The duration depends on the target's Will save. After attempting its\
    \ save, the creature becomes temporarily immune for 24 hours.  \n\n**Critical\
    \ Success**  The target is unaffected.  \n\n**Success**  The duration is 1 round.\
    \  \n\n**Failure**  The duration is 10 minutes.  \n\n**Critical Failure**  The\
    \ duration is 24 hours."
  duration: varies
  has_been_manually_proofread: false
  level: 4
  name: Delusional Pride
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 391
    page_stop: 391
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 15-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Swirling sands of divine devastation surround you, weakening the defenses\
    \ of all they touch. Reduce the resistances of creatures in the area (including\
    \ yourself) by 2.  \n\n**Heightened (+2)**  Swirling sands of divine devastation\
    \ surround you, weakening the defenses of all they touch. Reduce the resistances\
    \ of creatures in the area (including yourself) by 2."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Destructive Aura
  req: null
  source:
  - abbr: CRB
    page_start: 391
    page_stop: 391
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: After taking the triggering damage, you transform into air. Until the end
    of the current turn, you can't be attacked or targeted, you don't take up space,
    you can't act, and any auras or emanations you have are suppressed. At the end
    of the turn, you re-form in any space you can occupy within 15 feet of where you
    were when you dispersed. Any auras or emanations you had are restored as long
    as their duration didn't run out while you were dispersed.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Disperse into Air
  req: null
  source:
  - abbr: CRB
    page_start: 391
    page_stop: 391
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Air
  - Cleric
  - Polymorph
  - Transmutation
  trigger: You take damage from an enemy or a hazard.
  type: Focus
- action_abbr: '2'
  area: 30-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call forth a torrential downpour, which extinguishes nonmagical flames.\
    \ Creatures in the area are concealed and gain fire resistance 10. Creatures outside\
    \ the area are concealed to those inside the area. Creatures with weakness to\
    \ water that end their turns in the area take damage equal to their weakness.\
    \  \n\n**Heightened (+1)**  The fire resistance increases by 2."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Downpour
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 391
    page_stop: 391
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  - Water
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target becomes distracted and suggestible, inundated by vivid daydreams.\
    \  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**  The target's\
    \ attention wavers. It becomes flat-footed and fascinated by its daydreams.  \n\
    \n**Failure**  As success, except that you appear in the dream and give a suggestion.\
    \ This can be to approach you, run away (as if it had the fleeing condition),\
    \ Release what it's holding, Drop Prone, or stand in place. The creature follows\
    \ this course of action as its first action after you Cast the Spell.  \n\n**Critical\
    \ Failure**  As failure, but the target follows the course of action for as many\
    \ actions as possible for the spell's duration, and it does nothing else."
  duration: until the end of the target's next turn
  has_been_manually_proofread: false
  level: 4
  name: Dreamer's Call
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 391
    page_stop: 391
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: "Your own might mingles with divine power to protect you. You gain resistance\
    \ equal to 8 plus your Strength modifier against all damage from the triggering\
    \ attack or effect.  \n\n**Heightened (+1)**  The resistance increases by 2."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Enduring Might
  req: null
  source:
  - abbr: CRB
    page_start: 392
    page_stop: 392
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  trigger: An attack or effect would deal damage to you.
  type: Focus
- action_abbr: '2'
  area: 30-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A massive deluge of life energy causes the undead to fall apart. Each undead\
    \ creature in the area takes 4d12 positive damage.  \n\n**Heightened (+1)**  The\
    \ damage increases by 1d12."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Eradicate Undeath
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 392
    page_stop: 392
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Necromancy
  - Positive
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: "You swiftly deflect incoming flames. The target gains fire resistance 15\
    \ against the triggering effect.  \n\n**Heightened (+2)**  The resistance increases\
    \ by 5."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Flame Barrier
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 392
    page_stop: 392
  targets: the creature that would take fire damage
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  trigger: An effect would deal fire damage to either you or an ally within range.
  type: Focus
- action_abbr: '1'
  area: 30-foot emanation
  cast: somatic
  components:
  - Somatic
  descr: "Divine insight lets you see things as they truly are. The GM attempts a\
    \ secret counteract check against each illusion that is at least partially within\
    \ the area. Instead of counteracting the illusion, you see through it (for instance,\
    \ if the check succeeds against an illusory disguise spell, you see the creature's\
    \ true form but illusory disguise doesn't end). The area moves with you for the\
    \ duration of the spell, and the GM attempts a secret counteract check each time\
    \ a new illusion is within the area.  \n\n**Heightened (7th)**  You can allow\
    \ everyone to see through illusions you succeed against, not just yourself."
  duration: 1 round
  has_been_manually_proofread: false
  level: 4
  name: Glimpse the Truth
  req: null
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Revelation
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: Use a Recall Knowledge action, rolling the appropriate skill check to identify
    the triggering creature's abilities. You can roll your check twice and use the
    better result.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Know the Enemy
  req: null
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Fortune
  trigger: You roll initiative and can see a creature, you succeed at an attack roll
    against a creature, or a creature fails a saving throw against one of your spells.
  type: Focus
- action_abbr: '2'
  area: 15-foot emanation or 15-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shake the earth, toppling nearby creatures. Choose whether the spell's\
    \ area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature\
    \ in the area standing on solid ground may take 4d6 bludgeoning damage and must\
    \ attempt a Reflex saving throw.  \n\n**Critical Success**  The creature is unaffected.\
    \  \n\n**Success**  The creature takes half damage.  \n\n**Failure**  The creature\
    \ takes full damage and falls prone.  \n\n**Critical Failure**  The creature takes\
    \ full damage and falls prone.  \n\n**Heightened (+1)**  Increase the damage by\
    \ 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Localized Quake
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Earth
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: Reroll the saving throw and use the better result. You then become temporarily
    immune for 10 minutes.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Lucky Break
  req: null
  source:
  - abbr: CRB
    page_start: 393
    page_stop: 393
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Fortune
  trigger: You fail (but don't critically fail) a saving throw.
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You embed a seed of negative energy in an undead creature, restoring its\
    \ unnatural vigor. The target gains fast healing 7. This healing comes from negative\
    \ energy, so it heals the undead rather than damaging it.  \n\n**Heightened (+1)**\
    \  The fast healing increases by 2."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Malignant Sustenance
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: 1 willing undead creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Necromancy
  - Negative
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: The next damaging or healing spell the target casts before the start of your
    next turn deals damage or restores Hit Points as if the spell were heightened
    1 level higher than its actual level. The spell otherwise functions at its actual
    level. Once the target casts the spell, mystic beacon ends.
  duration: until the start of your next turn
  has_been_manually_proofread: false
  level: 4
  name: Mystic Beacon
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: 1 willing creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "A palm-sized raw fruit or vegetable appears in your open hand. You choose\
    \ the specific type of food. A creature can consume the food with an Interact\
    \ action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal.\
    \ If uneaten, the food rots and crumbles to dust after 1 minute.  \n\n**Heightened\
    \ (+1)**  The Hit Points restored increase by 6."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Nature's Bounty
  req: You have a free hand.
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Conjuration
  - Plant
  - Positive
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: Reroll the saving throw and use the better result.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Perfected Form
  req: null
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  - Fortune
  trigger: You fail a saving throw against a morph, petrification, or polymorph effect.
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "Drawing life force into yourself, you become a beacon of positive energy.\
    \ You glow with bright light in a 10-foot emanation, and you gain an internal\
    \ pool of light called a luminance reservoir, which begins with a value of 4.\
    \ At the start of each of your turns, you can use a free action to increase the\
    \ luminance reservoir by 4. If you do, the radius of your light increases by 10\
    \ feet. If an undead creature damages you with an attack or spell while it's within\
    \ the area of your light, that creature takes positive damage equal to half your\
    \ luminance reservoir value. It takes this damage only the first time it damages\
    \ you in a round. You can Dismiss this Spell. When you do, you can target a creature\
    \ within your light and direct the positive energy into it. The target must be\
    \ a willing living creature or an undead creature. This heals a living target\
    \ or damages an undead target by an amount equal to your luminance reservoir's\
    \ value. When you cast positive luminance, any other positive luminance spell\
    \ you already had in effect ends.  \n\n**Heightened (+1)**  Both the initial value\
    \ of your luminance reservoir and the amount you gain each turn increase by 1."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Positive Luminance
  req: null
  source:
  - abbr: CRB
    page_start: 394
    page_stop: 394
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Light
  - Necromancy
  - Positive
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: material
  components:
  - Material
  descr: "Your deity blesses base metals to transform them into precious materials.\
    \ The target item transforms from its normal metal into cold iron, copper, gold,\
    \ iron, silver, or steel (the details for these metals are found on pages 577-579).\
    \ An item transmuted in this way deals damage according to its new material. For\
    \ example, a steel sword transmuted to cold iron would deal additional damage\
    \ to a creature with a weakness to cold iron. This change is clearly magical and\
    \ temporary, so the item's monetary value doesn't change; you couldn't transmute\
    \ copper coins to gold and use those coins to purchase something or as a cost\
    \ for a spell.  \n\n**Heightened (8th)**  Add adamantine (page 578) and mithral\
    \ (page 579) to the list of metals you can transform the item into."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Precious Metals
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 395
    page_stop: 395
  targets: 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1
    suit of metal armor, or up to 1 bulk of metal material (such as coins)
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 15-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A protective aura emanates out from you, safeguarding you and your allies.\
    \ You gain resistance 3 to all damage. Your allies also gain this resistance while\
    \ they are within the area.  \n\n**Heightened (+1)**  The resistance increases\
    \ by 1."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Protector's Sphere
  req: null
  source:
  - abbr: CRB
    page_start: 395
    page_stop: 395
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  trigger: null
  type: Focus
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You tap into the zeitgeist of the nearest settlement in range (if any).\
    \ You learn the name of the settlement, and you can utter a special word to learn\
    \ a brief summary of one significant event happening in the settlement. Choose\
    \ one of the following words, which indicates the type of people involved and\
    \ type of event you learn about. Wardens city guards, barristers, and judges (criminal\
    \ reports, busts, changes in routines, legal trials) Titles nobles and politicians\
    \ (high society weddings, elite soirees, political rallies) Masses common folk\
    \ and merchants (gathering mobs, major sales) When uttering your word, you can\
    \ exclude events you already know about, whether you know about them from this\
    \ spell or from other experiences. If you cast pulse of the city again within\
    \ 24 hours, you can say \"echo\" instead of another word to get an update on the\
    \ event you learned about the last time you Cast the Spell. Pulse of the city\
    \ reveals only publicly available or observable information. You never learn clandestine\
    \ movements or other details people are specifically trying to hide. The spell\
    \ is also notoriously bad at overcoming magic meant to avoid detection; it automatically\
    \ fails to reveal information about events involving creatures, places, or objects\
    \ affected by spells that could prevent or counteract pulse of the city (such\
    \ as nondetection).  \n\n**Heightened (5th)**  The range increases to 100 miles."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Pulse of the City
  range: 25 miles
  req: null
  source:
  - abbr: CRB
    page_start: 395
    page_stop: 395
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Scrying
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '3'
  area: 20-foot emanation
  cast: to  somatic
  components:
  - Somatic
  descr: "You snatch creatures from the jaws of death. You can spend 1 to 3 actions\
    \ Casting this Spell, and you can target a number of creatures equal to the actions\
    \ spent. Each target regains 3d6 Hit Points. If the target had the dying condition,\
    \ coming back from dying due to this healing doesn't increase its wounded condition.\
    \  \n\n**Heightened (+1)**  Increase the healing by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Rebuke Death
  req: null
  source:
  - abbr: CRB
    page_start: 396
    page_stop: 396
  targets: 1 living creature per action spent to cast this spell
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: You vengefully reflect your pain upon your tormentor. The target takes mental
    damage equal to half the amount it dealt to you when it triggered the spell.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Retributive Pain
  range: 30 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 396
    page_stop: 396
  targets: the triggering creature
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  - Mental
  - Nonlethal
  trigger: A creature in range damages you.
  type: Focus
- action_abbr: null
  cast: 1 minute (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: You ensure a secret remains safe from prying spies. Choose one piece of information
    that at least some of the targets know; you can target a creature only if it remains
    within range for the full minute during which you Cast the Spell. The spell grants
    those who know the piece of knowledge you have chosen a +4 status bonus to skill
    checks (typically Deception checks) to conceal this knowledge and to saving throws
    against spells that specifically attempt to obtain this knowledge from them and
    effects that would force them to reveal it. If you Cast this Spell again, any
    previous safeguard secret you had cast ends.
  duration: 1 hour
  has_been_manually_proofread: false
  level: 4
  name: Safeguard Secret
  range: 10 feet
  req: null
  source:
  - abbr: CRB
    page_start: 396
    page_stop: 396
  targets: you and any number of willing allies
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  - Mental
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Merging minds with the target, you swap disorienting visions from one another's\
    \ nightmares. One of you will become confused, but which it'll be depends on the\
    \ target's Will save.  \n\n**Critical Success**  You are confused for 1 round.\
    \  \n\n**Success**  At the start of your next turn, you spend your first action\
    \ with the confused condition, then act normally.  \n\n**Failure**  As success,\
    \ but the target is affected instead of you, spending its first action each turn\
    \ confused. The duration is 1 minute.  \n\n**Critical Failure**  The target is\
    \ confused for 1 minute."
  duration: varies
  has_been_manually_proofread: false
  level: 4
  name: Shared Nightmare
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 396
    page_stop: 396
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Humanoid
  - Incapacitation
  - Mental
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "When someone has overindulged, you can hasten them past the worst of their\
    \ affliction or intensify their misery. This spell attempts to progress a disease\
    \ affliction, a poison affliction, or persistent poison damage affecting the target.\
    \ If the target is affected by more than one of these, you can choose from among\
    \ those you are aware of; otherwise the GM chooses randomly. An unwilling target\
    \ can attempt a Will save to negate take its course. The effect of this spell\
    \ depends on whether you're attempting to end an affliction or persistent poison\
    \ damage, and whether you are attempting to help or hinder the target's recovery.\
    \ Affliction The target immediately attempts its next saving throw against the\
    \ affliction. You can grant the creature your choice of a +2 status bonus or a\
    \ -2 status penalty to its saving throw against the affliction. Persistent Poison\
    \ You can cause the target take the persistent poison damage immediately when\
    \ you Cast this Spell (in addition to taking it at the end of its next turn).\
    \ Whether or not you do so, the target attempts an additional flat check against\
    \ the persistent poison damage. You can set the DC of that flat check to 5 or\
    \ 20 instead of the normal DC.  \n\n**Heightened (7th)**  You can attempt to progress\
    \ any number of the target's eligible afflictions and persistent poison damage."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Take its Course
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 397
    page_stop: 397
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Necromancy
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: "You twist the forces of fate to make a moment dire or uneventful, with no\
    \ in-between. The target gains a +1 status bonus to the triggering saving throw.\
    \ If the saving throw's result is a success, it becomes a critical success. If\
    \ it's a failure, it becomes a critical failure, and the critical failure can't\
    \ be reduced by abilities that usually reduce critical failure, such as improved\
    \ evasion. If the triggering ability did not have both a critical success and\
    \ critical failure condition, tempt fate fails, but you don't expend the Focus\
    \ Point for Casting this Spell.  \n\n**Heightened (8th)**  The bonus on the saving\
    \ throw is +2."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Tempt Fate
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 397
    page_stop: 397
  targets: the triggering creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Divination
  - Fortune
  trigger: You or an ally within range attempts a saving throw
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: When you touch the target, a symbol of the moon appears on its forehead,
    glowing with soft moonlight. The target glows with dim light in a 20-foot radius.
    It also gets a benefit based on a phase of the moon, starting with the new moon
    and changing to the next phase at the end of each of its turns. New Moon The target
    receives no benefit. Waxing Moon The target gains a +1 status bonus to attack
    rolls and a +4 status bonus to damage rolls. Full Moon The target gains a +1 status
    bonus to attack rolls, AC, and saving throws and a +4 status bonus to damage rolls.
    Waning Moon The target gains a +1 status bonus to AC and saving throws. After
    this phase, return to the new moon.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Touch of the Moon
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Enchantment
  - Light
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You add power to your muscles, allowing you to swim or climb walls with\
    \ ease. When you cast this spell, you gain either a climb Speed or a swim Speed.\
    \ The Speed is equal to your land Speed.  \n\n**Heightened (5th)**  You can choose\
    \ to gain a fly Speed."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Traveler's Transit
  req: null
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Evocation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You rarely settle for being in just one place. Choose a location within\
    \ 100 feet of the target that the target can see. You create an illusion of yourself\
    \ there that only it can see and that mimics all your actions. The target must\
    \ attempt a Will save.  \n\n**Critical Success**  The target is unaffected.  \n\
    \n**Success**  The target believes you're in the designated location and can't\
    \ see you in your actual location. The target automatically disbelieves the illusion\
    \ when you use an action that doesn't make sense in the illusion's position, or\
    \ if the target attacks, touches, Seeks, or otherwise engages with the illusion.\
    \ If you use a hostile action against the target, the spell ends.  \n\n**Failure**\
    \  As success, but the target must succeed at a Will save to disbelieve the illusion\
    \ when one of the listed events occurs.  \n\n**Critical Failure**  As success,\
    \ but the target must critically succeed at a Will save to disbelieve when one\
    \ of the listed events occurs."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Trickster's Twin
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Illusion
  - Visual
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: You put up a united defense. Each ally can use your saving throw modifier
    instead of its own against the triggering spell. Each ally decides individually
    which modifier to use.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Unity
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 398
    page_stop: 398
  targets: each ally targeted by the triggering spell
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Cleric
  - Fortune
  trigger: You and 1 or more allies within range are targeted by a spell or ability
    that allows a saving throw.
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: 'You utter a liberating word of power that frees a creature. You suppress
    one of the following conditions of your choice: confused, frightened, grabbed,
    or paralyzed. The target isn''t affected by the chosen condition, and if you suppress
    the grabbed condition, the target automatically breaks free from any grab affecting
    it when you Cast the Spell. If you don''t remove the effect that provided the
    condition, the condition returns after the spell ends. For example, if a spell
    was making the target confused for 1 minute, word of freedom would let the target
    act normally for a round, but the confused condition would return afterward.'
  duration: 1 round
  has_been_manually_proofread: false
  level: 4
  name: Word of Freedom
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Mental
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: You stoke the righteous anger within yourself and an ally. You and the target
    ally each roll a d20 and use the higher result for both your initiative rolls.
    You each still use your own Perception modifier or other statistic to determine
    your results.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Zeal for Battle
  range: 10 feet
  req: null
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: you and the triggering ally
  traditions: null
  traits:
  - Uncommon
  - Cleric
  - Emotion
  - Enchantment
  - Fortune
  - Mental
  trigger: You and at least 1 ally are about to roll initiative.
  type: Focus
- action_abbr: null
  cast: 1 hour (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You imbue the target berry with the bounty of nature, allowing it to heal\
    \ and sustain far beyond its normal capacity. A living creature that eats the\
    \ berry with an Interact action gains as much nourishment as from a square meal\
    \ for a typical human and regains 1d8+5 Hit Points. If it's not consumed during\
    \ the duration, or if you cast goodberry again, the berry withers away.  \n\n\
    **Heightened (+1)**  You can target an additional berry."
  duration: 1 day
  has_been_manually_proofread: false
  level: 1
  name: Goodberry
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: 1 freshly picked berry
  traditions: null
  traits:
  - Uncommon
  - Druid
  - Healing
  - Necromancy
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '2'
  cast: or  somatic
  components:
  - Somatic
  descr: "You heal an animal's wounds, restoring 1d8 Hit Points to the target. The\
    \ number of actions spent Casting this Spell determines its effect.  \n\n * |1|\
    \ **somatic** The spell has a range of touch.\n\n * |2| **somatic, verbal** The\
    \ spell has a range of 30 feet and restores an additional 8 Hit Points to the\
    \ target.\n\n  \n\n**Heightened (+1)**  The amount of healing increases by 1d8,\
    \ and the additional healing for the 2-action version increases by 8."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Heal Animal
  range: touch or 30 feet (see text)
  req: null
  source:
  - abbr: CRB
    page_start: 399
    page_stop: 399
  targets: 1 willing living animal creature
  traditions: null
  traits:
  - Uncommon
  - Druid
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You surround a foe in a swirling storm of violent winds, roiling clouds,\
    \ and crackling lightning. The storm deals 1d12 electricity damage. The target\
    \ must attempt a basic Reflex save. On a failure, the target also is clumsy 2\
    \ for 1 round and takes 1 persistent electricity damage.  \n\n**Heightened (+1)**\
    \  The initial damage increases by 1d12, and the persistent electricity damage\
    \ on a failure increases by 1."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Tempest Surge
  range: 30 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 400
    page_stop: 400
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Air
  - Druid
  - Electricity
  - Evocation
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '2'
  cast: or  somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You morph your body based on your training, choosing one of the following\
    \ effects based on your wild order feats.  \n\n * If you have Wild Shape, you\
    \ can morph your hands into wild claws. Your hands transform into incredibly sharp\
    \ claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing\
    \ damage each (agile, finesse). You can still hold and use items with your hands\
    \ while they're transformed by this spell, but you cannot hold an item while attacking.\
    \ If you have Insect Shape, you can instead transform your mouth into wild jaws,\
    \ an unarmed attack you're trained in that deals 1d8 piercing damage.\n\n * If\
    \ you have Elemental Shape, you can morph your body to be partially composed of\
    \ elemental matter, granting you resistance 5 to critical hits and precision damage.\n\
    \n * If you have Plant Shape, you can morph your arms into long vines, increasing\
    \ your reach to 10 feet (or 15 feet with a reach weapon).\n\n * If you have Soaring\
    \ Shape, you can cast the spell as a two-action activity (|2| somatic, verbal)\
    \ to grow wings from your back. These wings allow you to fly with a fly Speed\
    \ of 30 feet.\n\n  \n\n**Heightened (6th)**  You can choose up to two of the effects\
    \ from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent\
    \ bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent\
    \ poison damage on a hit.  \n\n**Heightened (10th)**  You can choose up to three\
    \ of the effects from the list. Wild claws deal 4d6 persistent bleed damage on\
    \ a hit, and wild jaws deal 4d6 persistent poison damage on a hit."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Wild Morph
  req: null
  source:
  - abbr: CRB
    page_start: 400
    page_stop: 400
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Druid
  - Morph
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You infuse yourself with primal essence and transform yourself into another\
    \ form. You can polymorph into any form listed in pest form, which lasts 10 minutes.\
    \ All other wild shape forms last 1 minute. You can add more forms to your wild\
    \ shape list with druid feats; your feat might grant you some or all of the forms\
    \ from a given polymorph spell. When you transform into a form granted by a spell,\
    \ you gain all the effects of the form you chose from a version of the spell heightened\
    \ to wild shape's level. Wild shape allows you to use your own shapeshifting training\
    \ more easily than most polymorph spells. When you choose to use your own attack\
    \ modifier while polymorphed instead of the form's default attack modifier, you\
    \ gain a +2 status bonus to your attack rolls.  \n\n**Heightened (2nd)**  You\
    \ can also wild shape into the forms listed in animal form."
  duration: 1 minute (or longer)
  has_been_manually_proofread: false
  level: 1
  name: Wild Shape
  req: null
  source:
  - abbr: CRB
    page_start: 401
    page_stop: 401
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Druid
  - Polymorph
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Powerful winds carry you smoothly through the air, giving you a fly Speed\
    \ equal to your Speed. When this spell's duration would end, if you're still flying,\
    \ you float to the ground, as feather fall.  \n\n**Heightened (6th)**  When you\
    \ fly using stormwind flight, you don't count flying against the wind as difficult\
    \ terrain."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Stormwind Flight
  req: null
  source:
  - abbr: CRB
    page_start: 400
    page_stop: 400
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Air
  - Druid
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: F
  cast: verbal
  components:
  - Verbal
  descr: "You enhance a summoned creature with the power of the elements. If your\
    \ next action is to cast either summon animal or summon plant or fungus, choose\
    \ air, earth, fire, or water, and the creature you summon gains the corresponding\
    \ abilities. Air The creature gains a fly Speed of 60 feet. Earth The creature\
    \ gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum\
    \ 5 feet), and gains resistance 5 to physical damage. Fire The creature's attacks\
    \ deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness\
    \ 5 to cold and water. Water The creature gains a swim Speed of 60 feet, can spend\
    \ 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty),\
    \ and gains resistance 5 to fire.\n\n\t\t\t\t\t"
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Primal Summons
  req: null
  source:
  - abbr: CRB
    page_start: 400
    page_stop: 400
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Conjuration
  - Druid
  trigger: null
  type: Focus
- action_abbr: '2'
  area: ground within a 100-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The ground within the area transforms into a mass of dangerous briars that
    assault and impede your foes. Each round when you Sustain the Spell, you can select
    one of the following effects to occur in the area. Ensnare The briars clump around
    your foes, attempting to hold them in place. A foe within the area (or flying
    at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes
    a -10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure,
    it is immobilized for 1 round unless it Escapes. Impede The briars twist and writhe,
    making the entire area difficult terrain. Wall A wall of thorns appears in the
    area, lasting for 1 round. The wall is greater difficult terrain instead of difficult
    terrain. In addition, once per round you can direct the briars to impale any target
    in the area (or flying up to 20 feet above the area) that you can see by using
    a single action, which has the concentrate and manipulate traits. Make a spell
    attack roll. On a success, the target takes 10d6 piercing damage and takes a -10-foot
    circumstance penalty to all Speeds for 1 round; on a critical success, the target
    is immobilized for 1 round unless it Escapes.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 8
  name: Impaling Briars
  req: null
  source:
  - abbr: CRB
    page_start: 400
    page_stop: 400
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Conjuration
  - Druid
  - Plant
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 100-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The sky above you darkens in a matter of moments, swirling with ominous clouds
    punctuated by flashes of lighting. Each round when you Sustain the Spell, you
    can select one of the following effects to occur in the area.  No additional effect.
    effects of obscuring mist. Fog Heavy fog rolls in, concealing the area with the
    Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in
    the area take a -2 circumstance penalty to Acrobatics and Perception checks. Wind
    Powerful winds buffet the area in all directions. Ranged attacks take a -4 circumstance
    penalty, and all flying is against the wind and counts as moving through difficult
    terrain. In addition, once per round you can use a single action, which has the
    concentrate and manipulate traits, to call down a bolt of lightning, striking
    any target in range that you can see. You deal 10d6 electricity damage to the
    target; it must attempt a basic Reflex save. On a failure, it is also deafened
    for 1 round.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 9
  name: Storm Lord
  req: You are outdoors and aboveground.
  source:
  - abbr: CRB
    page_start: 400
    page_stop: 400
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Air
  - Druid
  - Electricity
  - Evocation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: 'Accelerated by your ki, you move with such speed you become a blur. Move
    two times: two Strides, two Steps, or one Stride and one Step (in either order).
    You gain the concealed condition during this movement and until the start of your
    next turn.'
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Ki Rush
  req: null
  source:
  - abbr: CRB
    page_start: 401
    page_stop: 401
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Monk
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You focus your ki into magical attacks. Make an unarmed Strike or Flurry\
    \ of Blows (this doesn't change the limit on using only one flourish per turn).\
    \ You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes\
    \ deal 1d6 extra damage. This damage can be any of the following types of your\
    \ choice, chosen each time you Strike: force, lawful (only if you're lawful),\
    \ negative, or positive.  \n\n**Heightened (+4)**  The extra damage increases\
    \ by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Ki Strike
  req: null
  source:
  - abbr: CRB
    page_start: 401
    page_stop: 401
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Monk
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You heal yourself in one of the following ways, chosen by you when you cast\
    \ the spell. You regain 8 Hit Points. You attempt to cure one poison or disease\
    \ afflicting you; attempt to counteract the affliction.  \n\n**Heightened (+1)**\
    \  If you choose to regain Hit Points, the Hit Points regained increase by 8."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Wholeness of Body
  req: null
  source:
  - abbr: CRB
    page_start: 402
    page_stop: 402
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Healing
  - Monk
  - Necromancy
  - Positive
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '3'
  area: 15-foot cone or more
  cast: to  somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You unleash your ki as a powerful blast of force that deals 2d6 force damage.\
    \ If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet\
    \ and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size\
    \ of the cone to 60 feet and the damage to 4d6. Each creature in the area must\
    \ attempt a Fortitude saving throw.  \n\n**Critical Success**  The creature is\
    \ unaffected.  \n\n**Success**  The creature takes half damage.  \n\n**Failure**\
    \  The creature takes full damage and is pushed 5 feet.  \n\n**Critical Failure**\
    \  The creature takes double damage and is pushed 10 feet.  \n\n**Heightened (+1)**\
    \  The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Ki Blast
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 401
    page_stop: 401
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Force
  - Monk
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: You move so fast you blur across planar boundaries. You teleport up to a
    distance equal to your Speed within your line of sight.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Abundant Step
  range: 15 feet or more
  req: null
  source:
  - abbr: CRB
    page_start: 401
    page_stop: 401
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Conjuration
  - Monk
  - Teleportation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: You take on the stance of the flowing winds, sending out waves of energy
    at a distance. You can make wind crash unarmed Strikes as ranged Strikes against
    targets within 30 feet. These deal 1d6 bludgeoning damage, use the brawling group,
    and have the agile, nonlethal, propulsive, and unarmed traits. Wind crash Strikes
    ignore concealment and all cover. While in wild winds stance, you gain a +2 circumstance
    bonus to AC against ranged attacks.
  duration: until you leave the stance
  has_been_manually_proofread: false
  level: 4
  name: Wild Winds Stance
  req: null
  source:
  - abbr: CRB
    page_start: 402
    page_stop: 402
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Air
  - Evocation
  - Monk
  - Stance
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You gain a fly Speed equal to your Speed. You must end your turn on solid\
    \ ground, or you fall.  \n\n**Heightened (6th)**  At the end of your turn, you\
    \ can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed,\
    \ you don't fall."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Wind Jump
  req: null
  source:
  - abbr: CRB
    page_start: 402
    page_stop: 402
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Air
  - Monk
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Make a melee unarmed Strike. If you hit and the target is alive, anytime\
    \ during the duration, you can spend a single action, which has the auditory and\
    \ concentrate traits, to speak a word of death that could instantly slay it. The\
    \ target must attempt a Fortitude save.If you cast quivering palm again, the effects\
    \ of any quivering palm you had previously cast end.  \n\n**Critical Success**\
    \  The target survives, the spell ends, and the target is then temporarily immune\
    \ for 24 hours.  \n\n**Success**  The target is stunned 1 and takes 40 damage,\
    \ the spell ends, and the target is then temporarily immune for 24 hours.  \n\n\
    **Failure**  The target is stunned 3 and takes 80 damage. The spell's duration\
    \ continues, but the target is then temporarily immune for 24 hours against being\
    \ killed by quivering palm.  \n\n**Critical Failure**  The target dies.  \n\n\
    **Heightened (+1)**  The damage increases by 10 on a failure, or 5 on a success."
  duration: 1 month
  has_been_manually_proofread: false
  level: 8
  name: Quivering Palm
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 401
    page_stop: 401
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Monk
  - Necromancy
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You turn ethereal, with the effects of ethereal jaunt, but you don't need
    to concentrate.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 9
  name: Empty Body
  req: null
  source:
  - abbr: CRB
    page_start: 401
    page_stop: 401
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Conjuration
  - Monk
  - Teleportation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "The memories of long-dead spellcasters grant you knowledge in a specific\
    \ skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire\
    \ from which your bloodline sprang. You temporarily become trained in that skill\
    \ and might gain other memories associated with an ancestor who was trained in\
    \ that skill. If you attempt a task or activity that lasts beyond this spell's\
    \ duration, use the lower proficiency modifier.  \n\n**Heightened (6th)**  You\
    \ temporarily become an expert in the skill you choose."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Ancestral Memories
  req: null
  source:
  - abbr: CRB
    page_start: 402
    page_stop: 402
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Divination
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  area: 15-foot emanation
  cast: verbal
  components:
  - Verbal
  descr: "You gain an angelic halo with an aura that increases allies' healing from\
    \ the heal spell. Heal spells gain a +2 status bonus to Hit Points healed to your\
    \ allies in the area.  \n\n**Heightened (+1)**  The status bonus increases by\
    \ 2."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Angelic Halo
  req: null
  source:
  - abbr: CRB
    page_start: 402
    page_stop: 402
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Good
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You issue a diabolic edict, demanding the target perform a particular task
    and offering rewards for its fulfillment. It gains a +1 status bonus to attack
    rolls and skill checks related to performing the task. If it refuses to perform
    the task you proclaimed, it instead takes a -1 status penalty to all its attack
    rolls and skill checks.
  duration: 1 round
  has_been_manually_proofread: false
  level: 1
  name: Diabolic Edict
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: 1 willing living creature
  traditions: null
  traits:
  - Uncommon
  - Enchantment
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "Vicious claws grow from your fingers. They are finesse unarmed attacks that\
    \ deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon\
    \ in your bloodline.  \n\n\n\n| Dragon Type | Area and Damage Type | Saving Throw\
    \ |\n\n| :---: | :---: | :---: |\n\n| Black and copper | 60-foot line of acid\
    \ | Reflex |\n\n| Blue and bronze | 60-foot line of electricity | Reflex |\n\n\
    | Brass | 60-foot line of fire | Reflex |\n\n| Green | 30-foot cone of poison\
    \ | Fortitude |\n\n| Gold or red | 30-foot cone of fire | Reflex |\n\n| Silver\
    \ or white | 30-foot cone of cold | Reflex |\n\n\n\nYour scales from blood magic\
    \ glow with faint energy, giving you resistance 5 to the same damage type.  \n\
    \n**Heightened (5th)**  The extra damage increases to 2d6, and the resistance\
    \ increases to 10.  \n\n**Heightened (9th)**  The extra damage increases to 3d6,\
    \ and the resistance increases to 15."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Dragon Claws
  req: null
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Morph
  - Sorcerer
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "With a flick of your wrist, you fling a chunk of your elemental matter at\
    \ your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire\
    \ damage if your element is fire) on a success, and double damage on a critical\
    \ success. This spell has your element's trait.  \n\n**Heightened (+1)**  The\
    \ damage increases by 1d8."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Elemental Toss
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Attack
  - Evocation
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '3'
  area: 5-foot burst or more
  cast: One Action or more (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You sprinkle magical dust in the spell's area, making those within easier\
    \ to trick. Each creature in the area must attempt a Will save. For each additional\
    \ action you use Casting the Spell, the burst's radius increases by 5 feet.  \n\
    \n**Success**  The creature is unaffected.  \n\n**Failure**  The creature can't\
    \ use reactions and takes a -2 status penalty to Perception checks and Will saves.\
    \  \n\n**Critical Failure**  As failure, and the creature also takes a -1 status\
    \ penalty to Perception checks and Will saves for 1 minute.  \n\n**Heightened\
    \ (+3)**  The initial radius increases by 5 feet."
  duration: 1 round
  has_been_manually_proofread: false
  level: 1
  name: Faerie Dust
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Enchantment
  - Mental
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your mouth transforms into a shadowy maw bristling with pointed teeth. These\
    \ jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage.\
    \ If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.\
    \  \n\n**Heightened (+2)**  The temporary Hit Points increase by 1d6."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Glutton's Jaw
  req: null
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Morph
  - Necromancy
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You draw forth a hag's innate jealousy to deny a target its greatest attribute.\
    \ The target gains an adverse condition depending on its highest ability modifier:\
    \ Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence,\
    \ Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the\
    \ conditions associated with the tied ability modifiers to take. The target must\
    \ attempt a Will save.At the start of each of your turns, the target can attempt\
    \ another Will save, ending the effect on a success.  \n\n**Success**  The target\
    \ is unaffected.  \n\n**Failure**  The condition's value is 1.  \n\n**Critical\
    \ Failure**  The condition's value is 2."
  duration: up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Jealous Hex
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 405
    page_stop: 405
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Curse
  - Necromancy
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "Your arms turn into long, pliable tentacles, increasing your reach when\
    \ you're delivering touch range spells and making unarmed Strikes with your arms\
    \ (such as fist and claw Strikes) to 10 feet. This doesn't change the reach of\
    \ your melee weapon attacks. During the duration, whenever you Cast a Spell, you\
    \ can add an additional action to that spell's casting to temporarily extend your\
    \ reach to 20 feet to deliver that spell.  \n\n**Heightened (+2)**  When you add\
    \ an additional action to a spell to temporarily extend your reach, your reach\
    \ increases by an additional 10 feet to deliver that spell."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Tentacular Limbs
  req: null
  source:
  - abbr: CRB
    page_start: 405
    page_stop: 405
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Morph
  - Sorcerer
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You instill within a creature the touch of the grave. For the duration,\
    \ harm spells treat the creature as undead and heal spells treat the creature\
    \ as living. In addition, harm spells gain a +2 status bonus to the Hit Points\
    \ restored to the target. If the target wishes to avoid the spell, it can attempt\
    \ a Will save to reduce the effects.  \n\n**Critical Success**  The target is\
    \ unaffected.  \n\n**Success**  The target heals half as much from heal and takes\
    \ half as much damage from harm for 1 round.  \n\n**Failure**  Effects as described\
    \ in the text.  \n\n**Heightened (+1)**  The status bonus to the Hit Points restored\
    \ increases by 2."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Touch of Undeath (Sorcerer)
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 405
    page_stop: 405
  targets: 1 living creature touched
  traditions: null
  traits:
  - Uncommon
  - Necromancy
  - Negative
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '3'
  area: 5-foot emanation or more
  cast: to  verbal
  components:
  - Verbal
  descr: "You utter phrases in an unknown tongue, assaulting the minds of those nearby.\
    \ Each target must attempt a Will save. Regardless of the result of its save,\
    \ each target is then temporarily immune for 1 minute. You can increase the number\
    \ of actions it takes to Cast the Spell (to a maximum of 3 actions total). For\
    \ each additional action, increase the emanation's radius by 5 feet, to a maximum\
    \ of 10 extra feet for 3 actions.  \n\n**Success**  The target is unaffected.\
    \  \n\n**Failure**  The target is stupefied 2.  \n\n**Critical Failure**  The\
    \ target is confused.  \n\n**Heightened (+3)**  The initial radius increases by\
    \ 5 feet."
  duration: 1 round
  has_been_manually_proofread: false
  level: 3
  name: Aberrant Whispers
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 402
    page_stop: 402
  targets: each foe in the area
  traditions: null
  traits:
  - Uncommon
  - Auditory
  - Enchantment
  - Mental
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Wings of pure light spread out from your back, granting you a fly Speed\
    \ equal to your Speed. Your wings cast bright light in a 30-foot radius. When\
    \ this spell's duration would end, if you're still flying, you float to the ground,\
    \ as feather fall.  \n\n**Heightened (5th)**  The duration increases to 1 minute."
  duration: 3 rounds
  has_been_manually_proofread: false
  level: 3
  name: Angelic Wings
  req: null
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Light
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 30-foot cone or 60-foot line originating from you
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You spew energy from your mouth, dealing 5d6 damage. The area, damage type,\
    \ and save depend on the dragon type in your bloodline.Dragon Breath Dragon TypeArea\
    \ and Damage TypeSaving Throw Black and copper60-foot line of acidReflex Blue\
    \ and bronze60-foot line of electricityReflex Brass60-foot line of fireReflex\
    \ Green30-foot cone of poisonFortitude Gold or red30-foot cone of fireReflex Silver\
    \ or white30-foot cone of coldReflex  \n\n**Heightened (+1)**  The damage increases\
    \ by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Dragon Breath
  req: null
  saving throw: basic Reflex or Fortitude
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You close your hand and pull life energy from another creature into yourself.\
    \ This deals 3d4 negative damage; the target must attempt a basic Fortitude save.\
    \ You gain temporary Hit Points equal to the damage the target takes, after resolving\
    \ its save and applying your blood magic if applicable. If the target's Hit Points\
    \ were lower than the damage you dealt, you gain temporary Hit Points equal to\
    \ their remaining Hit Points instead. The temporary Hit Points last for 1 minute.\
    \  \n\n**Heightened (+1)**  The damage increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Drain Life
  range: 30 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Necromancy
  - Negative
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call upon your element to propel you, improving your Speed depending\
    \ on your element. This spell has your element's trait. Air You gain a fly Speed\
    \ equal to your Speed. Earth You gain a burrow Speed of 10 feet. Fire You gain\
    \ a fly Speed equal to your Speed. Water You gain a swim Speed equal to your Speed\
    \ and can breathe underwater.  \n\n**Heightened (6th)**  You also gain a +10-foot\
    \ status bonus to your Speeds.  \n\n**Heightened (9th)**  The status bonus increases\
    \ to +20 feet."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Elemental Motion
  req: null
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "Devil horns grow from your skull, and your skin takes on features of the\
    \ devil responsible for your diabolic bloodline. You gain resistance 5 to evil,\
    \ fire, and poison, and resistance 1 to physical damage (except silver). You can\
    \ take good damage, even if you aren't evil, and you gain weakness 5 to good damage.\
    \  \n\n**Heightened (+1)**  The resistance to evil, fire, and poison increases\
    \ by 5, the resistance to physical damage (except silver) by 2, and the weakness\
    \ to good damage by 5."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Embrace the Pit
  req: null
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evil
  - Morph
  - Sorcerer
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You call upon your blood's knowledge of the ancients to extend your magic.
    If your next action is to Cast a Spell with a duration of 1 minute on a single
    target, and the spell isn't of the highest spell level you can cast, the spell
    instead lasts 10 minutes. You can have only one active spell at a time extended
    in this way.
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Extend Spell
  req: null
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Divination
  - Metamagic
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You become invisible and ignore natural difficult terrain (such as underbrush).\
    \ Any hostile action you use ends this invisibility, but you still ignore natural\
    \ difficult terrain.  \n\n**Heightened (5th)**  If you use a hostile action, the\
    \ invisibility doesn't end."
  duration: until the end of your next turn
  has_been_manually_proofread: false
  level: 3
  name: Fey Disappearance
  req: null
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Enchantment
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 30-foot-radius emanation centered on you
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You briefly transform your features into the horrific visage of a hag, striking\
    \ fear into your enemies. Foes in the area must attempt a Will save.  \n\n**Success**\
    \  The foe is unaffected.  \n\n**Failure**  The foe is frightened 1.  \n\n**Critical\
    \ Failure**  The foe is frightened 2.  \n\n**Heightened (5th)**  Foes in the area\
    \ are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and\
    \ fleeing for 1 round on a critical failure. They are still unaffected on a critical\
    \ success."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Horrific Visage
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 405
    page_stop: 405
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Emotion
  - Fear
  - Illusion
  - Mental
  - Sorcerer
  - Visual
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '3'
  area: 5-foot burst or more
  cast: to  somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Ground in the area turns swampy and fetid. The area is difficult terrain.\
    \ The sludge at the bottom of the morass animates into diminutive sludge beasts\
    \ that have a demonic appearance. These don't function as normal creatures, but\
    \ they swarm over creatures in the swamp and exude a noxious stench. The swamp\
    \ deals 1d6 poison damage; creatures that end their turn in the area must attempt\
    \ a basic Fortitude save. You can increase the number of actions it takes to Cast\
    \ the Spell. For each additional action, increase the burst's radius by 5 feet.\
    \  \n\n**Heightened (+2)**  The damage increases by 1d6, and the initial radius\
    \ increases by 5 feet."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Swamp of Sloth
  range: 120 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 405
    page_stop: 405
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Conjuration
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 60-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You evoke the energy of an Abyssal realm. The damage types of the spell\
    \ (one energy and one physical) are based on the result of rolling on the table\
    \ below.  \n\n\n\n| 1d4 | Realm | Manifestation | Damage Type |\n\n| :---: | :---:\
    \ | :---: | :---: |\n\n | 1 | Skies | Bolts and lightning and flying debris |\
    \ Bludgeoning and electricity |\n\n| 2 | Depths | Acid and demonic shells | Acid\
    \ and slashing |\n\n| 3 | Frozen | Frigid air and ice | Bludgeoning and cold |\n\
    \n| 4 | Volcanic | Jagged volcanic rocks and magma | Fire and piercing |\n\n\n\
    \nYou deal 4d6 damage of each of the corresponding damage types to each creature\
    \ in the cone (8d6 total damage).  \n\n**Heightened (+1)**  The damage for each\
    \ type increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Abyssal Wrath
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 402
    page_stop: 402
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: You undermine the target spell, making it easier to defend against. You reduce
    the spell's level by 1, and targets of the spell gain a +2 status bonus to any
    saving throws, skill checks, AC, or DC against it. You can't reduce the spell's
    level below its minimum. For example, a 5th-level cone of cold would remain 5th-level,
    but a 5th-level fireball would become 4th-level. Targets still gain all the other
    benefits, even if you don't reduce the spell's level.
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Arcane Countermeasure
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: the spell cast by the triggering creature
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Sorcerer
  trigger: A creature within range that you can see Casts a Spell.
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "A blazing symbol appears on the target, marking it for divine justice. You\
    \ and your allies receive a +1 status bonus to your attack rolls and skill checks\
    \ against it. Anytime a good creature damages it, the good creature deals an additional\
    \ 1d4 good damage. The target is then temporarily immune for 1 minute.  \n\n**Heightened\
    \ (+2)**  The good damage increases by 1."
  duration: 1 round
  has_been_manually_proofread: false
  level: 5
  name: Celestial Brand
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: 1 evil creaeture
  traditions: null
  traits:
  - Uncommon
  - Curse
  - Necromancy
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Leathery wings sprout from your back, giving you a fly Speed of 60 feet\
    \ or your Speed, whichever is faster. When this spell's duration would end, if\
    \ you're still flying, you float to the ground, as feather fall. You can increase\
    \ the Focus Point cost by 1 to gain the effects of dragon claws as long as the\
    \ wings last.  \n\n**Heightened (8th)**  The duration increases to 10 minutes."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Dragon Wings
  req: null
  source:
  - abbr: CRB
    page_start: 403
    page_stop: 403
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Morph
  - Sorcerer
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 10-foot-radius burst, 30-foot cone, or 60-foot line
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You gather elemental energy and blast your foes in one of the various listed\
    \ shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your\
    \ element is fire). This spell has your element's trait.  \n\n**Heightened (+1)**\
    \  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Elemental Blast
  range: 30 feet (burst only)
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 30-foot burst or
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You call upon fey glamours to cloak an area or the targets in illusion. This
    has the effect of either illusory scene on the area or veil on the creatures,
    as if heightened to a level 1 level lower than fey glamour, using fey glamour's
    range and duration.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 5
  name: Fey Glamour
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: up to 10 creatures
  traditions: null
  traits:
  - Uncommon
  - Illusion
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 20-foot radius on the ground
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Hundreds of skeletal arms erupt from the ground in the area, clawing at\
    \ creatures within and attempting to hold them in place. The skeletal arms deal\
    \ 6d6 slashing damage. Each creature in the area must attempt a Reflex save. \
    \ \n\n**Critical Success**  The creature is unaffected.  \n\n**Success**  The\
    \ creature takes half damage.  \n\n**Failure**  The creature takes full damage\
    \ and a -10-foot circumstance penalty to its Speeds for 1 round.  \n\n**Critical\
    \ Failure**  The creature takes double damage and is immobilized for 1 round or\
    \ until it Escapes.  \n\n**Heightened (+1)**  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Grasping Grave
  range: 60 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 404
    page_stop: 404
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Necromancy
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 10-foot radius, 60-foot-tall cylinder
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call forth a plume of hellfire that erupts from below, dealing 4d6 fire\
    \ damage and 4d6 evil damage.  \n\n**Heightened (+1)**  The fire damage increases\
    \ by 1d6, and the evil damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Hellfire Plume
  range: 60 feet
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 405
    page_stop: 405
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evil
  - Evocation
  - Fire
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You transform your flesh and organs into a bizarre amalgam of glistening\
    \ skin, rough scales, tufts of hair, and tumorous protuberances. This has three\
    \ effects: You gain resistance 10 to precision damage and resistance 10 to extra\
    \ damage from critical hits. If the resistance is greater than the extra damage,\
    \ it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.\
    \ You gain darkvision. Acid oozes from your skin. Any creature that hits you with\
    \ an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage.  \n\
    \n**Heightened (+2)**  The resistances increase by 5, and the acid damage increases\
    \ by 1d6."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Unusual Anatomy
  req: null
  source:
  - abbr: CRB
    page_start: 405
    page_stop: 405
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Polymorph
  - Sorcerer
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You manipulate the target's emotions, potentially allowing you to control\
    \ it for a brief instant. The target must attempt a Will save.  \n\n**Critical\
    \ Success**  The target is unaffected.  \n\n**Success**  The target is stunned\
    \ 1.  \n\n**Failure**  On the target's next turn, it's stunned 1 and you partially\
    \ control it, causing it to take a single action of your choice. If it has actions\
    \ left, it can act normally.  \n\n**Critical Failure**  The target is controlled\
    \ for 1 round.  \n\n**Heightened (7th)**  On a failure, the target is controlled\
    \ for 1 round. On a critical failure, the target is controlled for up to 1 minute;\
    \ it receives a new Will save at the end of each of its turns, and on a success,\
    \ the spell ends."
  duration: 1 round
  has_been_manually_proofread: false
  level: 5
  name: You're Mine
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Emotion
  - Enchantment
  - Incapacitation
  - Mental
  - Sorcerer
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You augment the abilities of a summoned creature. The target gains a +1 status
    bonus to all checks (this also applies to the creature's DCs, including its AC)
    for the duration of its summoning, up to 1 minute.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Augment Summoning
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: 1 creature you summoned
  traditions: null
  traits:
  - Uncommon
  - Conjuration
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You fire a ray of sickening energy. Make a spell attack roll.  \n\n**Critical\
    \ Success**  The target becomes sickened 2 and slowed 1 as long as it's sickened.\
    \  \n\n**Success**  The target becomes sickened 1.  \n\n**Failure**  The target\
    \ is unaffected."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Call of the Grave
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: 1 living creature
  traditions: null
  traits:
  - Uncommon
  - Arcane
  - Attack
  - Necromancy
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You whisper enchanting words to deflect your foe's ire. The target must\
    \ attempt a Will save.  \n\n**Critical Success**  The target is unaffected.  \n\
    \n**Success**  The target takes a -1 circumstance penalty to attack rolls and\
    \ damage rolls against you.  \n\n**Failure**  The target can't use hostile actions\
    \ against you.  \n\n**Critical Failure**  The target is stunned 1 and can't use\
    \ hostile actions against you."
  duration: until the start of your next turn
  has_been_manually_proofread: false
  level: 1
  name: Charming Words
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Auditory
  - Emotion
  - Enchantment
  - Incapacitation
  - Linguistic
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You glimpse into the target's future. Roll a d20; when the target attempts
    a non-secret saving throw or skill check, it can use the number you rolled instead
    of rolling, and the spell ends. Alternatively, you can instead reveal the result
    of the die roll for one of the target's secret checks during the duration, and
    the spell ends. Casting it again ends any active diviner's sight you have cast,
    as well as any active diviner's sight on the target.
  duration: until the end of your next turn
  has_been_manually_proofread: false
  level: 1
  name: Diviner's Sight
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: 1 willing living craeture
  traditions: null
  traits:
  - Uncommon
  - Concentrate
  - Divination
  - Fortune
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You fire an unerring dart of force from your fingertips. It automatically\
    \ hits and deals 1d4+1 force damage to the target.  \n\n**Heightened (+2)**  The\
    \ damage increases by 1d4+1."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Force Bolt
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: 1 creature or object
  traditions: null
  traits:
  - Uncommon
  - Attack
  - Evocation
  - Force
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: You hurl a held melee weapon with which you are trained at the target, making
    a spell attack roll. On a success, you deal the weapon's damage as if you had
    hit with a melee Strike, but adding your spellcasting ability modifier to damage,
    rather than your Strength modifier. On a critical success, you deal double damage,
    and you add the weapon's critical specialization effect. Regardless of the outcome,
    the weapon flies back to you and returns to your hand.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Hand of the Apprentice
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: 1 creature
  traditions: null
  traits:
  - Uncommon
  - Attack
  - Evocation
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You temporarily improve the target's physique. The target gains a +2 status
    bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex
    save it attempts.
  duration: until the end of the target's next turn
  has_been_manually_proofread: false
  level: 1
  name: Physical Boost
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: 1 living creature
  traditions: null
  traits:
  - Uncommon
  - Transmutation
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  area: 5-foot-radius emanation centered on you
  cast: somatic
  components:
  - Somatic
  descr: You emanate a shimmering aura of protective magic. You and any allies in
    the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation's
    radius increases by 5 feet, to a maximum of 30 feet.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Protective Ward
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Wizard
  trigger: null
  type: Focus
- action_abbr:
  - '1'
  - '3'
  area: 5-foot burst or more
  cast: to  somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create illusory hazards that cover all surfaces in the area (typically\
    \ the ground). Any creature moving through the illusion treats the squares as\
    \ difficult terrain. A creature can attempt to disbelieve the effect as normal\
    \ after using a Seek action or otherwise spending actions interacting with the\
    \ illusion. If it successfully disbelieves, it ignores the effect for the remaining\
    \ duration. For each additional action you use casting the spell, the burst's\
    \ radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions.  \n\
    \n**Heightened (4th)**  You can make the illusion appear in the air rather than\
    \ on a surface, causing it to function as difficult terrain for flying creatures."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Warped Terrain
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Illusion
  - Visual
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "You teleport to a location up to 20 feet away within your line of sight.\
    \  \n\n**Heightened (+1)**  You teleport to a location up to 20 feet away within\
    \ your line of sight."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Dimensional Steps
  range: 20 feet
  req: null
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Conjuration
  - Teleportation
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '2'
  area: 30-foot-radius emanation centered on you
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You emit an aura of terror. Foes in the area are frightened 1 and unable
    to reduce the condition.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Dread Aura
  req: null
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Emotion
  - Enchantment
  - Fear
  - Mental
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: Your spellcasting surrounds you in a storm of elemental energy. If the next
    action you take is to Cast a Spell from your wizard spell slots that's an evocation
    spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of
    energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per
    spell level of the spell you just cast of the same damage type the spell deals
    (choose one if it deals multiple types). Combine the damage from both elemental
    tempest and the other spell against foes who take damage from both before applying
    bonuses, penalties, resistance, weakness, and the like.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Elemental Tempest
  req: null
  source:
  - abbr: CRB
    page_start: 406
    page_stop: 406
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Metamagic
  - Wizard
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: "You gain resistance 15 to acid, cold, electricity, or fire damage from the\
    \ triggering effect (one type of your choice). The resistance applies only to\
    \ the triggering effect's initial damage.  \n\n**Heightened (+1)**  The resistance\
    \ increases by 5."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Energy Absorption
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  - Wizard
  trigger: An effect would deal acid, cold, electricity, or fire damage to you.
  type: Focus
- action_abbr: '2'
  cast: somatic
  components:
  - Somatic
  descr: "You become invisible, with the same restrictions as the 2nd-level invisibility\
    \ spell.  \n\n**Heightened (6th)**  The duration increases to 10 minutes.  \n\n\
    **Heightened (8th)**  The duration increases to 1 hour."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Invisibility Cloak
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Illusion
  - Wizard
  trigger: null
  type: Focus
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points
    per level of the spell.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Life Siphon
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Healing
  - Necromancy
  - Wizard
  trigger: You expend one of your wizard spell slots to cast a wizard spell of the
    necromancy school.
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: You gain one of the following abilities of your choice. You can Dismiss this
    spell. You gain a 20-foot status bonus to your Speed. You gain a climb or swim
    Speed equal to half your Speed. You gain darkvision. You gain a pair of claws.
    These are agile finesse unarmed attacks that deal 1d8 slashing damage. You gain
    scent 60 feet (imprecise).
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Shifting Form
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Morph
  - Transmutation
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: You create an invisible eye sensor, as clairvoyance. When created, this eye
    must be in your line of sight. When the spell's duration ends, you can spend 1
    Focus Point as a free action to extend the duration for another hour, though as
    normal, it ends immediately during your next daily preparations.
  duration: 1 hour
  has_been_manually_proofread: false
  level: 4
  name: Vigilant Eye
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 407
    page_stop: 407
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Divination
  - Wizard
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You splash a glob of acid that splatters creatures and objects alike. Make\
    \ a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage.\
    \ On a critical success, the target also takes 1 persistent acid damage.  \n\n\
    **Heightened (3rd)**  The initial damage increases to 1d6 + your spellcasting\
    \ ability modifier, and the persistent damage increases to 2.  \n\n**Heightened\
    \ (5th)**  The initial damage increases to 2d6 + your spellcasting ability modifier,\
    \ the persistent damage increases to 3, and the splash damage increases to 2.\
    \  \n\n**Heightened (7th)**  The initial damage increases to 3d6 + your spellcasting\
    \ ability modifier, the persistent damage increases to 4, and the splash damage\
    \ increases to 3.  \n\n**Heightened (9th)**  The initial damage increases to 4d6\
    \ + your spellcasting ability modifier, the persistent damage increases to 5,\
    \ and the splash damage increases to 4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Acid Splash
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 316
    page_stop: 316
  targets: 1 creature or object
  traditions:
  - Arcane
  - Primal
  traits:
  - Acid
  - Attack
  - Cantrip
  - Evocation
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Siphoning negative energy into yourself, your hand radiates a pale darkness.\
    \ Your touch weakens the living and disorients undead, possibly even causing them\
    \ to flee. The effect depends on whether the target is living or undead. Living\
    \ Creature The spell deals negative damage equal to 1d4 plus your spellcasting\
    \ modifier. The target attempts a basic Fortitude save, but is also enfeebled\
    \ 1 for 1 round on a critical failure. Undead Creature The target is flat-footed\
    \ for 1 round on a failed Fortitude save. On a critical failure, the target is\
    \ also fleeing for 1 round unless it succeeds at a Will save.  \n\n**Heightened\
    \ (+1)**  The negative damage to living creatures increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Chill Touch
  range: touch
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 323
    page_stop: 323
  targets: 1 living or undead creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Attack
  - Cantrip
  - Necromancy
  - Negative
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You create up to four floating lights, no two of which are more than 10 feet
    apart. Each sheds light like a torch. When you Sustain the Spell, you can move
    any number of lights up to 60 feet. Each light must remain within 120 feet of
    you and within 10 feet of all others, or it winks out.
  duration: sustained
  has_been_manually_proofread: false
  level: 1
  name: Dancing Lights
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 327
    page_stop: 327
  targets: null
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Cantrip
  - Evocation
  - Light
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You cloud the target's mind and daze it with a mental jolt. The jolt deals\
    \ mental damage equal to your spellcasting ability modifier; the target must attempt\
    \ a basic Will save. If the target critically fails the save, it is also stunned\
    \ 1.  \n\n**Heightened (+2)**  The damage increases by 1d6."
  duration: 1 round
  has_been_manually_proofread: false
  level: 1
  name: Daze
  range: 60 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 327
    page_stop: 327
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Cantrip
  - Enchantment
  - Mental
  - Nonlethal
  trigger: null
  type: Cantrip
- action_abbr: '2'
  area: 30-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You send out a pulse that registers the presence of magic. You receive no\
    \ information beyond the presence or absence of magic. You can choose to ignore\
    \ magic you're fully aware of, such as the magic items and ongoing spells of you\
    \ and your allies. You detect illusion magic only if that magic's effect has a\
    \ lower level than the level of your detect magic spell. However, items that have\
    \ an illusion aura but aren't deceptive in appearance (such as an invisibility\
    \ potion) typically are detected normally.  \n\n**Heightened (3rd)**  You learn\
    \ the school of magic for the highest-level effect within range that the spell\
    \ detects. If multiple effects are equally strong, the GM determines which you\
    \ learn.  \n\n**Heightened (4th)**  As 3rd level, but you also pinpoint the source\
    \ of the highest-level magic. Like for an imprecise sense, you don't learn the\
    \ exact location, but can narrow down the source to within a 5-foot cube (or the\
    \ nearest if larger than that)."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Detect Magic
  req: null
  source:
  - abbr: CRB
    page_start: 328
    page_stop: 328
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Cantrip
  - Detection
  - Divination
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "An arc of lightning leaps from one target to another. You deal electricity\
    \ damage equal to 1d4 plus your spellcasting ability modifier.  \n\n**Heightened\
    \ (+1)**  The damage increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Electric Arc
  range: 30 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 335
    page_stop: 335
  targets: 1 or 2 creatures
  traditions:
  - Arcane
  - Primal
  traits:
  - Cantrip
  - Electricity
  - Evocation
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create an auditory illusion of simple sounds that has a maximum volume\
    \ equal to four normal humans shouting. The sounds emanate from a square you designate\
    \ within range. You can't create intelligible words or other intricate sounds\
    \ (such as music).  \n\n**Heightened (3rd)**  The range increases to 60 feet.\
    \  \n\n**Heightened (5th)**  The range increases to 120 feet."
  duration: sustained
  has_been_manually_proofread: false
  level: 1
  name: Ghost Sound
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 340
    page_stop: 340
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Auditory
  - Cantrip
  - Illusion
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The object glows, casting bright light in a 20-foot radius (and dim light\
    \ for the next 20 feet) like a torch. If you cast this spell again on a second\
    \ object, the light spell on the first object ends.  \n\n**Heightened (4th)**\
    \  The object sheds bright light in a 60-foot radius (and dim light for the next\
    \ 60 feet)."
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 1
  name: Light
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: 1 unattended, non-magical object of 1 Bulk or less
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Cantrip
  - Evocation
  - Light
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create a single magical hand, either invisible or ghostlike, that grasps\
    \ the target object and moves it slowly up to 20 feet. Because you're levitating\
    \ the object, you can move it in any direction. When you Sustain the Spell, you\
    \ can move the object an additional 20 feet. If the object is in the air when\
    \ the spell ends, the object falls.  \n\n**Heightened (3rd)**  You can target\
    \ an unattended object with a Bulk of 1 or less.  \n\n**Heightened (5th)**  The\
    \ range increases to 60 feet, and you can target an unattended object with a Bulk\
    \ of 1 or less.  \n\n**Heightened (7th)**  The range increases to 60 feet, and\
    \ you can target an unattended object with a Bulk of 2 or less."
  duration: sustained
  has_been_manually_proofread: false
  level: 1
  name: Mage Hand
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 349
    page_stop: 349
  targets: 1 unattended object of light Bulk or less
  traditions:
  - Arcane
  - Occult
  traits:
  - Cantrip
  - Evocation
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You mouth words quietly, but instead of coming out of your mouth, they're\
    \ transferred directly to the ears of the target. While others can't hear your\
    \ words any better than if you normally mouthed them, the target can hear your\
    \ words as if they were standing next to you. The target can give a brief response\
    \ as a reaction, or as a free action on their next turn if they wish, but they\
    \ must be able to see you and be within range to do so. If they respond, their\
    \ response is delivered directly to your ear, just like the original message.\
    \  \n\n**Heightened (3rd)**  The spell's range increases to 500 feet."
  duration: see below
  has_been_manually_proofread: false
  level: 1
  name: Message
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 351
    page_stop: 351
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Auditory
  - Cantrip
  - Illusion
  - Linguistic
  - Mental
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The simplest magic does your bidding. You can perform simple magical effects
    for as long as you Sustain the Spell. Each time you Sustain the Spell, you can
    choose one of four options. Cook Cool, warm, or flavor 1 pound of nonliving material.
    Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
    Make Create a temporary object of negligible Bulk, made of congealed magical substance.
    The object looks crude and artificial and is extremely fragile-it can't be used
    as a tool, weapon, or spell component. Tidy Color, clean, or soil an object of
    light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration,
    and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or
    cause adverse conditions. Any actual change to an object (beyond what is noted
    above) persists only as long as you Sustain the Spell.
  duration: sustained
  has_been_manually_proofread: false
  level: 1
  name: Prestidigitation
  range: 10 feet
  req: null
  source:
  - abbr: CRB
    page_start: 359
    page_stop: 359
  targets: 1 object (cook, lift, or tidy only)
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Cantrip
  - Evocation
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A small ball of flame appears in the palm of your hand, and you lash out\
    \ with it either in melee or at range. Make a spell attack roll against your target's\
    \ AC. This is normally a ranged attack, but you can also make a melee attack against\
    \ a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus\
    \ your spellcasting ability modifier. On a critical success, the target takes\
    \ double damage and 1d4 persistent fire damage.  \n\n**Heightened (+1)**  Increase\
    \ the damage by 1d4 and the persistent damage on a critical hit by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Produce Flame
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 360
    page_stop: 360
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Attack
  - Cantrip
  - Evocation
  - Fire
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You blast an icy ray. Make a spell attack roll. The ray deals cold damage\
    \ equal to 1d4 + your spellcasting ability modifier.  \n\n**Critical Success**\
    \  The target takes double damage and takes a -10-foot status penalty to its Speeds\
    \ for 1 round.  \n\n**Success**  The target takes normal damage.  \n\n**Heightened\
    \ (+1)**  The damage increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Ray of Frost
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 362
    page_stop: 362
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Attack
  - Cantrip
  - Cold
  - Evocation
  trigger: null
  type: Cantrip
- action_abbr: null
  cast: 1 minute (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You focus on the target object, opening your mind to perceive magical auras.\
    \ When the casting is complete, you know whether that item is magical, and if\
    \ it is, you learn the school of magic (pages 297-298). If the object is illusory,\
    \ you detect this only if the effect's level is lower than the level of your read\
    \ aura spell.  \n\n**Heightened (3rd)**  You can target up to 10 objects.  \n\n\
    **Heightened (6th)**  You can target any number of objects."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Read Aura
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 362
    page_stop: 362
  targets: 1 object
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Cantrip
  - Detection
  - Divination
  trigger: null
  type: Cantrip
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You raise a magical shield of force. This counts as using the Raise a Shield\
    \ action, giving you a +1 circumstance bonus to AC until the start of your next\
    \ turn, but it doesn't require a hand to use. While the spell is in effect, you\
    \ can use the Shield Block reaction with your magic shield. The shield has Hardness\
    \ 5. After you use Shield Block, the spell ends and you can't cast it again for\
    \ 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against\
    \ the magic missile spell. Heightening the spell increases the shield's Hardness.\
    \  \n\n**Heightened (3rd)**  The shield has Hardness 10.  \n\n**Heightened (5th)**\
    \  The shield has Hardness 15.  \n\n**Heightened (7th)**  The shield has Hardness\
    \ 20.  \n\n**Heightened (9th)**  The shield has Hardness 25."
  duration: until the start of your next turn
  has_been_manually_proofread: false
  level: 1
  name: Shield
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Abjuration
  - Cantrip
  - Force
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You harmlessly place your unique magical sigil, which is about 1 square\
    \ inch in size, on the targeted creature or object. The mark can be visible or\
    \ invisible, and you can change it from one state to another by using an Interact\
    \ action to touch the target. The mark can be scrubbed or scraped off with 5 minutes\
    \ of work. If it's on a creature, it fades naturally over the course of a week.\
    \ The time before the mark fades increases depending on your heightened level.\
    \  \n\n**Heightened (3rd)**  The sigil instead fades after 1 month.  \n\n**Heightened\
    \ (5th)**  The sigil instead fades after 1 year.  \n\n**Heightened (7th)**  The\
    \ sigil never fades."
  duration: unlimited (see below)
  has_been_manually_proofread: false
  level: 1
  name: Sigil
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: 1 creature or object
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Cantrip
  - Transmutation
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A vine covered in sticky sap appears from thin air, flicking from your hand\
    \ and lashing itself to the target. Attempt a spell attack against the target.\
    \  \n\n**Critical Success**  The target gains the immobilized condition and takes\
    \ a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to\
    \ Escape against your spell DC to remove the penalty and the immobilized condition.\
    \  \n\n**Success**  The target takes a -10-foot circumstance penalty to its Speeds\
    \ for 1 round. It can attempt to Escape against your spell DC to remove the penalty.\
    \  \n\n**Failure**  The target is unaffected.  \n\n**Heightened (2nd)**  The effects\
    \ last for 2 rounds.  \n\n**Heightened (4th)**  The effects last for 1 minute."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Tanglefoot
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Cantrip
  - Conjuration
  - Plant
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You hurl a loose, unattended object that is within range and that has 1\
    \ Bulk or less at the target. Make a ranged attack against the target. If you\
    \ hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the\
    \ object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific\
    \ traits or magic properties of the hurled item affect the attack or the damage.\
    \  \n\n**Critical Success**  You deal double damage.  \n\n**Success**  You deal\
    \ full damage.  \n\n**Heightened (+1)**  The damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Telekinetic Projectile
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Attack
  - Cantrip
  - Evocation
  trigger: null
  type: Cantrip
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: A bubble of pure air appears around the target's head, allowing it to breathe
    normally. The effect ends as soon as the target returns to an environment where
    it can breathe normally.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Air Bubble
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 316
    page_stop: 316
  targets: the triggering creature
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Air
  - Conjuration
  trigger: A creature within range enters an environment where it can't breathe.
  type: Spell
- action_abbr: 10m
  area: 20-foot burst
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  - Focus
  descr: "You ward an area to alert you when creatures enter without your permission.\
    \ When you cast alarm, select a password. Whenever a Small or larger corporeal\
    \ creature enters the spell's area without speaking the password, alarm sends\
    \ your choice of a mental alert (in which case the spell gains the mental trait)\
    \ or an audible alarm with the sound and volume of a hand bell (in which case\
    \ the spell gains the auditory trait). Either option automatically awakens you,\
    \ and the bell allows each creature in the area to attempt a DC 15 Perception\
    \ check to wake up. A creature aware of the alarm must succeed at a Stealth check\
    \ against the spell's DC or trigger the spell when moving into the area.  \n\n\
    **Heightened (3rd)**  You can specify criteria for which creatures sound the alarm\
    \ spell-for instance, orcs or masked people."
  duration: 8 hours
  has_been_manually_proofread: false
  level: 1
  name: Alarm
  range: touch
  req: 3 gp silver bell focus
  source:
  - abbr: CRB
    page_start: 317
    page_stop: 317
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You reinforce the target's musculoskeletal system to bear more weight. The
    target can carry 3 more Bulk than normal before becoming encumbered and up to
    a maximum of 6 more Bulk.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 1
  name: Ant Haul
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 318
    page_stop: 318
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 15-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures\
    \ in the area.  \n\n**Heightened (+1)**  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Burning Hands
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 322
    page_stop: 322
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  - Fire
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "To the target, your words are honey and your visage seems bathed in a dreamy\
    \ haze. It must attempt a Will save, with a +4 circumstance bonus if you or your\
    \ allies recently threatened it or used hostile actions against it. You can Dismiss\
    \ the spell. If you use hostile actions against the target, the spell ends. When\
    \ the spell ends, the target doesn't necessarily realize it was charmed unless\
    \ its friendship with you or the actions you convinced it to take clash with its\
    \ expectations, meaning you could potentially convince the target to continue\
    \ being your friend via mundane means.  \n\n**Critical Success**  The target is\
    \ unaffected and aware you tried to charm it.  \n\n**Success**  The target is\
    \ unaffected but thinks your spell was something harmless instead of charm, unless\
    \ it identifies the spell (usually with Identify Magic).  \n\n**Failure**  The\
    \ target's attitude becomes friendly toward you. If it was friendly, it becomes\
    \ helpful. It can't use hostile actions against you.  \n\n**Critical Failure**\
    \  The target's attitude becomes helpful toward you, and it can't use hostile\
    \ actions against you.  \n\n**Heightened (+4)**  The duration lasts until the\
    \ next time you make your daily preparations.  \n\n**Heightened (+8)**  The duration\
    \ lasts until the next time you make your daily preparations, and you can target\
    \ up to 10 creatures."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 1
  name: Charm
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 322
    page_stop: 322
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Emotion
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 15-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Swirling colors affect viewers based on their Will saves.  \n\n**Critical\
    \ Success**  The creature is unaffected.  \n\n**Success**  The creature is dazzled\
    \ for 1 round.  \n\n**Failure**  The creature is stunned 1, blinded for 1 round,\
    \ and dazzled for 1 minute.  \n\n**Critical Failure**  The creature is stunned\
    \ for 1 round and blinded for 1 minute."
  duration: 1 or more rounds (see below)
  has_been_manually_proofread: false
  level: 1
  name: Color Spray
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 324
    page_stop: 324
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Incapacitation
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shout a command that's hard to ignore. You can command the target to\
    \ approach you, run away (as if it had the fleeing condition), release what it's\
    \ holding, drop prone, or stand in place. It can't Delay or take any reactions\
    \ until it has obeyed your command. The effects depend on the target's Will save.\
    \  \n\n**Success**  The creature is unaffected.  \n\n**Failure**  For the first\
    \ action on its next turn, the creature must use a single action to do as you\
    \ command.  \n\n**Critical Failure**  The target must use all its actions on its\
    \ next turn to obey your command.  \n\n**Heightened (5th)**  You can target up\
    \ to 10 creatures."
  duration: until the end of the target's next turn
  has_been_manually_proofread: false
  level: 1
  name: Command
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 325
    page_stop: 325
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Auditory
  - Enchantment
  - Linguistic
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: As you cup your hands, water begins to flow forth from them. You create 2
    gallons of water. If no one drinks it, it evaporates after 1 day.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Create Water
  range: 0 feet
  req: null
  source:
  - abbr: CRB
    page_start: 326
    page_stop: 326
  targets: null
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Conjuration
  - Water
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You plant fear in the target; it must attempt a Will save.  \n\n**Critical\
    \ Success**  The target is unaffected.  \n\n**Success**  The target is frightened\
    \ 1.  \n\n**Failure**  The target is frightened 2.  \n\n**Critical Failure** \
    \ The target is frightened 3 and fleeing for 1 round.  \n\n**Heightened (3rd)**\
    \  You can target up to five creatures."
  duration: varies
  has_been_manually_proofread: false
  level: 1
  name: Fear
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Emotion
  - Enchantment
  - Fear
  - Mental
  trigger: null
  type: Spell
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: You cause the air itself to arrest a fall. The target's fall slows to 60
    feet per round, and the portion of the fall during the spell's duration doesn't
    count when calculating falling damage. If the target reaches the ground while
    the spell is in effect, it takes no damage from the fall. The spell ends as soon
    as the target lands.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Feather Fall
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: 1 falling creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Abjuration
  trigger: a creature within range is falling
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You gain a +30-foot status bonus to your Speed.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Fleet Step
  req: null
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: A disk of magical force materializes adjacent to you. This disk is 2 feet
    in diameter and follows 5 feet behind you, floating just above the ground. It
    holds up to 5 Bulk of objects (though they must be able to fit and balance on
    its surface). Any objects atop the disk fall to the ground when the spell ends.
    The spell ends if a creature tries to ride atop the disk, if the disk is overloaded,
    if anyone tries to lift or force the disk higher above the ground, or if you move
    more than 30 feet away from the disk.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 1
  name: Floating Disk
  req: null
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  - Force
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your touch afflicts the target with goblin pox, an irritating allergenic\
    \ rash. The target must attempt a Fortitude save.  \n\n**Goblin Pox**  (disease)\
    \ **Level** 1. Goblins and goblin dogs are immune.  \n\n * **Stage 1** sickened\
    \ 1 (1 round)  \n\n * **Stage 2** sickened 1 and slowed 1 (1 round)  \n\n * **Stage\
    \ 3** sickened 1 and the creature can't reduce it's sickened value below 1 (1\
    \ day).\n\n  \n\n**Critical Success** The target is unaffected.  \n\n**Success**\
    \ The target is sickened 1.  \n\n**Failure** The target is afflicted with goblin\
    \ pox at stage 1.  \n\n**Critical Failure** The target is afflicted with goblin\
    \ pox and stage 2."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Goblin Pox
  range: touch
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 341
    page_stop: 341
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Attack
  - Disease
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 4 contiguous 5-foot squares or
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You conjure grease, with effects based on choosing area or target. Area All
    solid ground in the area is covered with grease. Each creature standing on the
    greasy surface must succeed at a Reflex save or an Acrobatics check against your
    spell DC or fall prone. Creatures using an action to move onto the greasy surface
    during the spell's duration must attempt either a Reflex save or an Acrobatics
    check to Balance. A creature that Steps or Crawls doesn't have to attempt a check
    or save. Target If you cast the spell on an unattended object, anyone trying to
    pick up the object must succeed at an Acrobatics check or Reflex save against
    your spell DC to do so. If you target an attended object, the creature that has
    the object must attempt an Acrobatics check or Reflex save. On a failure, the
    holder or wielder takes a -2 circumstance penalty to all checks that involve using
    the object; on a critical failure, the holder or wielder releases the item. The
    object lands in an adjacent square of the GM's choice. If you cast this spell
    on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves
    against attempts to grapple them.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Grease
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 object of Bulk 1 or less
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot line
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Tendrils of darkness curl out from your fingertips and race through the\
    \ air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures\
    \ in the line. Each living creature in the line must attempt a Fortitude save.\
    \  \n\n**Critical Success**  The creature is unaffected.  \n\n**Success**  The\
    \ creature takes half the negative damage and no persistent bleed damage.  \n\n\
    **Failure**  The creature takes full damage.  \n\n**Critical Failure**  The creature\
    \ takes double negative damage and double persistent bleed damage.  \n\n**Heightened\
    \ (+1)**  The negative damage increases by 2d4, and the persistent bleed damage\
    \ increases by 1."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Grim Tendrils
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot line
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A violent wind issues forth from your palm, blowing from the point where\
    \ you are when you cast the spell to the line's opposite end. The wind extinguishes\
    \ small non-magical fires, disperses fog and mist, blows objects of light Bulk\
    \ or less around, and pushes larger objects. Large or smaller creatures in the\
    \ area must attempt a Fortitude save. Large or smaller creatures that later move\
    \ into the gust must attempt the save on entering.  \n\n**Critical Success** \
    \ The creature is unaffected.  \n\n**Success**  The creature can't move against\
    \ the wind.  \n\n**Failure**  The creature is knocked prone. If it was flying,\
    \ it suffers the effects of critical failure instead.  \n\n**Critical Failure**\
    \  The creature is pushed 30 feet in the wind's direction, knocked prone, and\
    \ takes 2d6 bludgeoning damage."
  duration: until the start of your next turn
  has_been_manually_proofread: false
  level: 1
  name: Gust of Wind
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Air
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call forth a powerful blast of pressurized water that bludgeons the\
    \ target and knocks it back. Make a ranged spell attack roll.  \n\n**Critical\
    \ Success**  The target takes 6d6 bludgeoning damage and is knocked back 10 feet.\
    \  \n\n**Success**  The target takes 3d6 bludgeoning damage and is knocked back\
    \ 5 feet.  \n\n**Heightened (+1)**  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Hydraulic Push
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 344
    page_stop: 344
  targets: 1 creature or object
  traditions:
  - Arcane
  - Primal
  traits:
  - Attack
  - Evocation
  - Water
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create an illusion that causes you to appear as another creature of\
    \ the same body shape, and with roughly similar height (within 6 inches) and weight\
    \ (within 50 pounds), as yourself. The disguise is typically good enough to hide\
    \ your identity, but not to impersonate a specific individual. The spell doesn't\
    \ change your voice, scent, or mannerisms. You can change the appearance of your\
    \ clothing and worn items, such as making your armor look like a dress. Held items\
    \ are unaffected, and any worn item you remove returns to its true appearance.\
    \ Casting illusory disguise counts as setting up a disguise for the Impersonate\
    \ use of Deception; it ignores any circumstance penalties you might take for disguising\
    \ yourself as a dissimilar creature, it gives you a +4 status bonus to Deception\
    \ checks to prevent others from seeing through your disguise, and you add your\
    \ level even if you're untrained. You can Dismiss this spell.  \n\n**Heightened\
    \ (2nd)**  The spell also disguises your voice and scent, and it gains the auditory\
    \ trait.  \n\n**Heightened (3rd)**  You can appear as any creature of the same\
    \ size, even a specific individual. You must have seen an individual to take on\
    \ their appearance. The spell also disguises your voice and scent, and it gains\
    \ the auditory trait."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 1
  name: Illusory Disguise
  req: null
  source:
  - abbr: CRB
    page_start: 345
    page_stop: 345
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create an illusory visual image of a stationary object. The entire image\
    \ must fit within the spell's area. The object appears to animate naturally, but\
    \ it doesn't make sounds or generate smells. For example, water would appear to\
    \ pour down an illusory waterfall, but it would be silent. Any creature that touches\
    \ the image or uses the Seek action to examine it can attempt to disbelieve your\
    \ illusion.  \n\n**Heightened (2nd)**  Your image makes appropriate sounds, generates\
    \ normal smells, and feels right to the touch. The spell gains the auditory trait.\
    \ The duration increases to 1 hour.  \n\n**Heightened (5th)**  As the 2nd-level\
    \ version, but the duration is unlimited."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 1
  name: Illusory Object
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 345
    page_stop: 345
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You make the target object look and feel as though it were in much better\
    \ or worse physical condition. When you cast this spell, decide whether you want\
    \ to make the object look decrepit or perfect. An item made to look decrepit appears\
    \ broken and shoddy. An intact item made to look better appears as though it's\
    \ brand new and highly polished or well maintained. A broken item appears to be\
    \ intact and functional. Destroyed items can't be affected by this spell. A creature\
    \ that Interacts with the item can attempt to disbelieve the illusion.  \n\n**Heightened\
    \ (2nd)**  The duration is 24 hours.  \n\n**Heightened (3rd)**  The duration is\
    \ unlimited."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 1
  name: Item Facade
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 347
    page_stop: 347
  targets: 1 object no more than 10 feet by 10 feet by 10 feet
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: somatic
  components:
  - Somatic
  descr: "Your legs surge with strength, ready to leap high and far. You jump 30 feet\
    \ in any direction without touching the ground. You must land on a space of solid\
    \ ground within 30 feet of you, or else you fall after using your next action.\
    \  \n\n**Heightened (3rd)**  The range becomes touch, the target changes to one\
    \ touched creature, and the duration becomes 1 minute, allowing the target to\
    \ jump as described whenever it takes the Leap action."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Jump
  req: null
  source:
  - abbr: CRB
    page_start: 347
    page_stop: 347
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Move
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target's latch mechanism clinks shut, held fast by unseen magical restraints.\
    \ When you magically lock a target, you set an Athletics and Thievery DC to open\
    \ it equal to your spell DC or the base lock DC with a +4 status bonus, whichever\
    \ is higher. Any key or combination that once opened a lock affected by this spell\
    \ does not do so for the duration of the spell, though the key or combination\
    \ does grant a +4 circumstance bonus to checks to open the door. If the target\
    \ is opened, the spell ends. Assuming the target is not barred or locked in some\
    \ additional way, you can unlock and open it with an Interact action during which\
    \ you touch the target. This does not end the spell. You can Dismiss this spell\
    \ at any time and from any distance.  \n\n**Heightened (2nd)**  The duration increases\
    \ to unlimited, but you must expend 6 gp worth of gold dust as an additional cost."
  duration: 1 day
  has_been_manually_proofread: false
  level: 1
  name: Lock
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: 1 lock, or a door or container with a latch
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You lengthen your stride beyond what should be possible. You gain a +10-foot\
    \ status bonus to your Speed.  \n\n**Heightened (2nd)**  The duration increases\
    \ to 8 hours."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 1
  name: Longstrider
  req: null
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You ward yourself with shimmering magical energy, gaining a +1 item bonus\
    \ to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you\
    \ use your unarmored proficiency to calculate your AC.  \n\n**Heightened (4th)**\
    \  You gain a +1 item bonus to saving throws.  \n\n**Heightened (6th)**  The item\
    \ bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.\
    \  \n\n**Heightened (8th)**  The item bonus to AC increases to +2, and you gain\
    \ a +2 item bonus to saving throws.  \n\n**Heightened (10th)**  The item bonus\
    \ to AC increases to +3, and you gain a +3 item bonus to saving throws."
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 1
  name: Mage Armor
  req: null
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You alter the appearance of an item's magic aura. You can choose to have\
    \ the target's aura appear as that of common magic item of twice magic aura's\
    \ level or lower, or to have it register as being under the effects of a spell\
    \ of your choice of magic aura's level or lower. If the target is magical, you\
    \ can instead choose to have it appear as entirely non-magical. A caster using\
    \ detect magic or study aura of an equal or higher spell level can attempt to\
    \ disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of\
    \ spells that are 9th level or higher or of items that are 19th level or higher.\
    \  \n\n**Heightened (3rd)**  You can target a creature instead of an object. When\
    \ you do, you can either conceal the auras of all magic items it has or have that\
    \ creature's aura appear as if it were under the effect of a spell you know."
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 1
  name: Magic Aura
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 349
    page_stop: 349
  targets: 1 object of 3 bulk or less
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Illusion
  trigger: null
  type: Spell
- action_abbr:
  - '1'
  - '3'
  cast: to  somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You send a dart of force streaking toward a creature that you can see. It\
    \ automatically hits and deals 1d4+1 force damage. For each additional action\
    \ you use when Casting the Spell, increase the number of missiles you shoot by\
    \ one, to a maximum of three missiles for 3 actions. You choose the target for\
    \ each missile individually. If you shoot more than one missile at the same target,\
    \ combine the damage before applying bonuses or penalties to damage, resistances,\
    \ weaknesses, and so forth.  \n\n**Heightened (+2)**  You shoot one additional\
    \ missile with each action you spend."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Magic Missile
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 349
    page_stop: 349
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Evocation
  - Force
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The weapon glimmers with magic and energy. The target becomes a +1 striking
    weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon
    damage dice to two.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Magic Weapon
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 349
    page_stop: 349
  targets: 1 non-magical weapon that is unattended or wielded by you or a willing
    ally
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You repair the target item. You restore 5 Hit Points per spell level to\
    \ the target, potentially removing the broken condition if this repairs it past\
    \ the item's Broken Threshold. You can't replace lost pieces or repair an object\
    \ that's been completely destroyed.  \n\n**Heightened (2nd)**  You repair the\
    \ target item. You restore 5 Hit Points per spell level to the target, potentially\
    \ removing the broken condition if this repairs it past the item's Broken Threshold.\
    \ You can't replace lost pieces or repair an object that's been completely destroyed.\
    \  \n\n**Heightened (2nd)**  You can target a non-magical object of 2 Bulk or\
    \ less, or a magical object of 1 Bulk or less."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Mending
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 351
    page_stop: 351
  targets: non-magical object of light Bulk or less
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target loses its odor, preventing creatures from passively noticing\
    \ its presence via smell alone, even if the creatures have precise or imprecise\
    \ scent. A creature attempting a Perception check to Seek with scent and other\
    \ senses might notice the lack of natural scent. If the target has any abilities\
    \ that result from its smell, such as an overpowering scent, those abilities are\
    \ also negated.  \n\n**Heightened (5th)**  The range increases to 30 feet, and\
    \ you can target up to 10 creatures."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 1
  name: Negate Aroma
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 354
    page_stop: 354
  targets: 1 willing creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You transform into a the battle form of a Tiny animal, such as a cat, insect,\
    \ lizard, or rat. You can decide the specific type of animal (such as a rat or\
    \ praying mantis), but this has no effect on the form's Size or statistics. While\
    \ in this form, you gain the animal trait. You can Dismiss the spell.  \n\n\n\n\
    You gain the following statistics and abilities:  \n\n * AC = 15 + your level.\
    \ Ignore your armor's check penalty and Speed reduction.\n\n * Speed 10 feet.\n\
    \n * Weakness 5 to physical damage. (If you take physical damage in this form,\
    \ you take 5 additional damage.)\n\n * Low-light vision and imprecise scent 30\
    \ feet.\n\n * Acrobatics and Stealth modifiers of +10, unless your own modifier\
    \ is higher; Athletics modifier -4.\n\n  \n\n**Heightened (4th)**  You can turn\
    \ into a flying creature, such as a bird, which grants you a fly Speed of 20 feet."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 1
  name: Pest Form
  req: null
  source:
  - abbr: CRB
    page_start: 356
    page_stop: 356
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A ray with the power to sap a foe's strength flashes from your hand. Attempt\
    \ a ranged spell attack against the target. If you succeed, that creature attempts\
    \ a Fortitude save in order to determine the spell's effect. If you critically\
    \ succeed on your attack roll, use the outcome for one degree of success worse\
    \ than the result of its save.  \n\n**Critical Success**  The target is unaffected.\
    \  \n\n**Success**  The target becomes enfeebled 1.  \n\n**Failure**  The target\
    \ becomes enfeebled 2.  \n\n**Critical Failure**  The target becomes enfeebled\
    \ 3."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Ray of Enfeeblement
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 362
    page_stop: 362
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Attack
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shroud your hands in a crackling field of lightning. Make a melee spell\
    \ attack roll. On a hit, the target takes 2d12 electricity damage. If the target\
    \ is wearing metal armor or is made of metal, you gain a +1 circumstance bonus\
    \ to your attack roll with shocking grasp, and the target also takes 1d4 persistent\
    \ electricity damage on a hit. On a critical hit, double the initial damage, but\
    \ not the persistent damage.  \n\n**Heightened (+1)**  The damage increases by\
    \ 1d12, and the persistent electricity damage increases by 1."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Shocking Grasp
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Attack
  - Electricity
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 5-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Each creature in the area becomes drowsy and might fall asleep. A creature\
    \ that falls unconscious from this spell doesn't fall prone or release what it's\
    \ holding. This spell doesn't prevent creatures from waking up due to a successful\
    \ Perception check, limiting its utility in combat.  \n\n**Critical Success**\
    \  The creature is unaffected.  \n\n**Success**  The creature takes a -1 status\
    \ penalty to Perception checks for 1 round.  \n\n**Failure**  The creature falls\
    \ unconscious. If it's still unconscious after 1 minute, it wakes up automatically.\
    \  \n\n**Critical Failure**  The creature falls unconscious. If it's still unconscious\
    \ after 1 hour, it wakes up automatically.  \n\n**Heightened (4th)**  The creatures\
    \ fall unconscious for 1 round on a failure or 1 minute on a critical failure.\
    \ They fall prone and release what they're holding, and they can't attempt Perception\
    \ checks to wake up. When the duration ends, the creature is sleeping normally\
    \ instead of automatically waking up."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Sleep
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Mental
  - Sleep
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You magically duplicate a spider's venomous sting. You deal 1d4 piercing\
    \ damage to the touched creature and afflict it with spider venom. The target\
    \ must attempt a Fortitude save.   \n\n**Spider Venom**  (poison);   \n\n**Level\
    \ 1** ; Maximum Duration 4 rounds.   \n\n**Stage 1**  1d4 poison damage and enfeebled\
    \ 1 (1 round);   \n\n**Stage 2**  1d4 poison damage and enfeebled 2 (1 round).\
    \  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**  The target\
    \ takes 1d4 poison damage.  \n\n**Failure**  The target is afflicted with spider\
    \ venom at stage 1.  \n\n**Critical Failure**  The target is afflicted with spider\
    \ venom at stage 2."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Spider Sting
  range: touch
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 371
    page_stop: 371
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Attack
  - Necromancy
  - Poison
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure an animal to fight for you. You summon a common creature that\
    \ has the animal trait and whose level is -1. Heightening the spell increases\
    \ the maximum level of creature you can summon.  \n\n**Heightened (2nd)**  Level\
    \ 1  \n\n**Heightened (3rd)**  Level 2  \n\n**Heightened (4th)**  Level 3  \n\n\
    **Heightened (5th)**  Level 5  \n\n**Heightened (6th)**  Level 7  \n\n**Heightened\
    \ (7th)**  Level 9  \n\n**Heightened (8th)**  Level 11  \n\n**Heightened (9th)**\
    \  Level 13  \n\n**Heightened (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Summon Animal
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a construct to fight for you. This works like summon animal,\
    \ except you summon a common creature that has the construct trait and whose level\
    \ is -1.  \n\n**Heightened (2nd)**  Level 1  \n\n**Heightened (3rd)**  Level 2\
    \  \n\n**Heightened (4th)**  Level 3  \n\n**Heightened (5th)**  Level 5  \n\n\
    **Heightened (6th)**  Level 7  \n\n**Heightened (7th)**  Level 9  \n\n**Heightened\
    \ (8th)**  Level 11  \n\n**Heightened (9th)**  Level 13  \n\n**Heightened (10th)**\
    \  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Summon Construct
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Arcane
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: A glimpse into the future ensures your next blow strikes true. The next time
    you make an attack roll before the end of your turn, roll the attack twice and
    use the better result. The attack ignores circumstance penalties to the attack
    roll and any flat check required due to the target being concealed or hidden.
  duration: until the end of your turn
  has_been_manually_proofread: false
  level: 1
  name: True Strike
  req: null
  source:
  - abbr: CRB
    page_start: 379
    page_stop: 379
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Divination
  - Fortune
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You summon an unseen servant, which you can command as part of Sustaining\
    \ the Spell. It serves you until its Hit Points are reduced to 0, at which point\
    \ the spell ends, or until you stop Sustaining the Spell. The unseen servant gains\
    \ the summoned trait.  \n\n\n\n---\n\n**Unseen Servant**  \n\nCreature -1  \n\n\
    Medium, Mindless  \n\n**Perception +0; darkvision\n\n**Languages - (understands\
    \ creator)  \n\n**Skills**: Stealth +8  \n\n**Str** -4 **Dex** +2 **Con** +0 **Int**\
    \ -5 **Wis** +0 **Cha** +0  \n\n**Invisible** An unseen servant is invisible,\
    \ though it normally doesn't Sneak, so it is usually only hidden.  \n\n\n\n---\n\
    \n**AC** 13 **Fort** +0 **Ref** +4 **Will** +0  \n\n**HP** 4 **Immunities** disease,\
    \ mental, non-magical attacks, paralysis, poison, precision, unconscious **Resistances**\
    \ all damage 5 (except force or ghost touch)  \n\n\n\n---\n\n**Speed** fly 30\
    \ feet  \n\n**Force Body**  An unseen servant's physical body is made of force.\
    \ It can't use attack actions. It can move and use Interact actions to do things\
    \ such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean.\
    \ It can't pass through solid objects."
  duration: sustained
  has_been_manually_proofread: false
  level: 1
  name: Unseen Servant
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 380
    page_stop: 380
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  - Mindless
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Whenever you speak or make any other sound vocally, you can make your vocalization\
    \ seem to originate from somewhere else within 60 feet, and you can change that\
    \ apparent location freely as you vocalize. Any creature that hears the sound\
    \ can attempt to disbelieve your illusion.  \n\n**Heightened (+2)**  The spell's\
    \ duration increases to 1 hour, and you can also change the tone, quality, and\
    \ other aspects of your  voice. Before a creature can attempt to disbelieve your\
    \ illusion, it must actively attempt a Perception check or otherwise use actions\
    \ to interact with the sound."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 1
  name: Ventriloquism
  req: null
  source:
  - abbr: CRB
    page_start: 381
    page_stop: 381
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Auditory
  - Illusion
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You conjure an arrow of acid that continues corroding the target after it\
    \ hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage\
    \ plus 1d6 persistent acid damage. On a critical hit, double the initial damage,\
    \ but not the persistent damage.  \n\n**Heightened (+2)**  The initial damage\
    \ increases by 2d8, and the persistent acid damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Acid Arrow
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 316
    page_stop: 316
  targets: 1 creature or object
  traditions:
  - Arcane
  - Primal
  traits:
  - Acid
  - Attack
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The target's form appears blurry. It becomes concealed. As the nature of
    this effect still leaves the target's location obvious, the target can't use this
    concealment to Hide or Sneak.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Blur
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 321
    page_stop: 321
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target can understand the meaning of a single language it is hearing\
    \ or reading when you cast the spell. This doesn't let it understand codes, language\
    \ couched in metaphor, and the like (subject to GM discretion). If the target\
    \ can hear multiple languages and knows that, it can choose which language to\
    \ understand; otherwise, choose one of the languages randomly.  \n\n**Heightened\
    \ (3rd)**  The target can also speak the language.  \n\n**Heightened (4th)** \
    \ You can target up to 10 creatures, and targets can also speak the language."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 2
  name: Comprehend Language
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 325
    page_stop: 325
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  cost: 6 gp of ruby dust
  descr: "A magical flame springs up from the object, as bright as a torch. It doesn't\
    \ need oxygen, react to water, or generate heat.  \n\n**Heightened (+1)**  The\
    \ cost increases as follows: 16 gp for 3rd level; 30 gp for 4th, 60 gp for 5th,\
    \ 120 gp for 6th,; 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350\
    \ gp for 10th."
  duration: unlimited
  has_been_manually_proofread: false
  level: 2
  name: Continual Flame
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 326
    page_stop: 326
  targets: 1 object
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Evocation
  - Light
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 hour (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You create enough food to feed six Medium creatures for a day. This food\
    \ is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten\
    \ the food, it decays and becomes inedible. Most Small creatures eat one-quarter\
    \ as much as a Medium creature (one-sixteenth as much for most Tiny creatures),\
    \ and most Large creatures eat 10 times as much (100 times as much for Huge creatures\
    \ and so on).  \n\n**Heightened (4th)**  You can feed 12 Medium creatures.  \n\
    \n**Heightened (6th)**  You can feed 50 Medium creatures.  \n\n**Heightened (8th)**\
    \  You can feed 200 Medium creatures."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Create Food
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 326
    page_stop: 326
  targets: null
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 20-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You create a shroud of darkness that prevents light from penetrating or\
    \ emanating within the area. Light does not enter the area and any non-magical\
    \ light sources, such as a torch or lantern, do not emanate any light while inside\
    \ the area, even if their light radius would extend beyond the darkness. This\
    \ also suppresses magical light of your darkness spell's level or lower. Light\
    \ can't pass through, so creatures in the area can't see outside. From outside,\
    \ it appears as a globe of pure darkness.  \n\n**Heightened (4th)**  Even creatures\
    \ with darkvision (but not greater darkvision) can barely see through the darkness.\
    \ They treat targets seen through the darkness as concealed."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Darkness
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 327
    page_stop: 327
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Darkness
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You grant yourself supernatural sight in areas of darkness. You gain darkvision.\
    \  \n\n**Heightened (3rd)**  The spell's range is touch and it targets 1 willing\
    \ creature.  \n\n**Heightened (5th)**  The spell's range is touch and it targets\
    \ 1 willing creature. The duration is until the next time you make your daily\
    \ preparations."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 2
  name: Darkvision
  req: null
  source:
  - abbr: CRB
    page_start: 327
    page_stop: 327
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target loses hearing; it must attempt a Fortitude save. The target is\
    \ then temporarily immune for 1 minute.  \n\n**Critical Success**  The target\
    \ is unaffected.  \n\n**Success**  The target is deafened for 1 round.  \n\n**Failure**\
    \  The target is deafened for 10 minutes.  \n\n**Critical Failure**  The target\
    \ is deafened permanently."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Deafness
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 327
    page_stop: 327
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You unravel the magic behind a spell or effect. Attempt a counteract check
    against the target (page 458). If you succeed against a spell effect, you counteract
    it. If you succeed against a magic item, the item becomes a mundane item of its
    type for 10 minutes. This doesn't change the item's non-magical properties. If
    the target is an artifact or similar item, you automatically fail.
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Dispel Magic
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 330
    page_stop: 330
  targets: 1 spell effect or unattended magic item
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You shield the target against dangerous temperatures. Choose severe cold\
    \ or heat. The target is protected from the temperature you chose (but not extreme\
    \ cold or heat).  \n\n**Heightened (3rd)**  The target is protected from severe\
    \ cold and heat.  \n\n**Heightened (5th)**  The target is protected from severe\
    \ cold, severe heat, extreme cold, and extreme heat."
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 2
  name: Endure Elements
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 335
    page_stop: 335
  targets: 1 willing creature
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Bolstered by magical power, the target grows to size Large. Its equipment\
    \ grows with it but returns to natural size if removed. The creature is clumsy\
    \ 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and\
    \ it gains a +2 status bonus to melee damage. This spell has no effect on a Large\
    \ or larger creature.  \n\n**Heightened (4th)**  The creature instead grows to\
    \ size Huge. The status bonus to melee damage is +4 and the creature's reach increases\
    \ by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect\
    \ on a Huge or larger creature.  \n\n**Heightened (6th)**  As level 4, but you\
    \ can target up to 10 creatures."
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 2
  name: Enlarge
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 336
    page_stop: 336
  targets: 1 willing creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create a reservoir of vitality from necromantic energy, gaining a number\
    \ of temporary Hit Points equal to 6 plus your spellcasting ability modifier.\
    \  \n\n**Heightened (+1)**  The temporary Hit Points increase by 3."
  duration: 8 hours
  has_been_manually_proofread: false
  level: 2
  name: False Life
  req: null
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 1 5-foot square
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create a sphere of flame in a square within range. The sphere must be\
    \ supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire\
    \ damage to each creature in the square where it first appears; each creature\
    \ must attempt a basic Reflex save. On subsequent rounds, you can Sustain this\
    \ Spell, leaving the sphere in its square or rolling it to another square within\
    \ range and dealing 3d6 fire damage; each creature in its square must attempt\
    \ a basic Reflex save.Creatures that succeed at their save take no damage (instead\
    \ of half).  \n\n**Heightened (+1)**  The damage increases by 1d6."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Flaming Sphere
  range: 30 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  - Fire
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The targeted corpse doesn't decay, nor can it be transformed into an undead.\
    \ If the corpse is subject to a spell that requires the corpse to have died within\
    \ a certain amount of time (for example, raise dead), do not count the duration\
    \ of gentle repose against that time. This spell also prevents ordinary bugs and\
    \ pests (such as maggots) from consuming the body.  \n\n**Heightened (5th)** \
    \ The spell's duration is unlimited, but the spell takes one more action to cast\
    \ and requires a material component and a cost (embalming fluid worth 6 gp)."
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 2
  name: Gentle Repose
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 340
    page_stop: 340
  targets: 1 corpse
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Creatures in the area are outlined by glittering dust. Each creature must\
    \ attempt a Reflex save. If a creature has its invisibility negated by this spell,\
    \ it is concealed instead of invisible. This applies both if the creature was\
    \ already invisible and if it benefits from new invisibility effects before the\
    \ end of the invisibility negation effect from this spell.  \n\n**Critical Success**\
    \  The target is unaffected.  \n\n**Success**  The target's invisibility is negated\
    \ for 2 rounds.  \n\n**Failure**  The target is dazzled for 1 minute and its invisibility\
    \ is negated for 1 minute.  \n\n**Critical Failure**  The target is blinded for\
    \ 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Glitterdust
  range: 120 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 341
    page_stop: 341
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target is overtaken with uncontrollable laughter. It must attempt a\
    \ Will save.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target is plagued with uncontrollable laugher. It can't use reactions.\
    \  \n\n**Failure**  The target is slowed 1 and can't use reactions.  \n\n**Critical\
    \ Failure**  The target falls prone and can't use actions or reactions for 1 round.\
    \ It then suffers the failure effects."
  duration: sustained
  has_been_manually_proofread: false
  level: 2
  name: Hideous Laughter
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 living creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You transform your appearance to that of a Small or Medium humanoid, such\
    \ as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid\
    \ trait in addition to your other traits while in this form, as well as any trait\
    \ related to the creature's kind (such as goblin or human). If this transformation\
    \ reduces your size, it reduces your reach accordingly (as the shrink spell).\
    \ This transformation doesn't change your statistics in any way, and you don't\
    \ gain any special abilities of the humanoid form you assume. You can still wear\
    \ and use your gear, which changes size (if necessary) to match your new form.\
    \ If items leave your person, they return to their usual size. Humanoid form grants\
    \ you a +4 status bonus to Deception checks to pass as a generic member of the\
    \ chosen ancestry, and you add your level even if you're untrained, but you can't\
    \ make yourself look like a specific person. If you want to Impersonate an individual,\
    \ you still need to create a disguise, though the GM won't factor in the difference\
    \ in ancestry when determining the DC of your Deception check. You can Dismiss\
    \ this spell.  \n\n**Heightened (3rd)**  You gain darkvision or low-light vision\
    \ if the form you assume has that ability.  \n\n**Heightened (5th)**  You can\
    \ take on the appearance of a Large humanoid. If this increases your size, you\
    \ gain the effects of the enlarge spell."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Humanoid Form
  req: null
  source:
  - abbr: CRB
    page_start: 344
    page_stop: 344
  targets: null
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create an illusory image of a Large or smaller creature. It generates\
    \ the appropriate sounds, smells, and feels believable to the touch. If you and\
    \ the image are ever farther than 500 feet apart, the spell ends. The image can't\
    \ speak, but you can use your actions to speak through the creature, with the\
    \ spell disguising your voice as appropriate. You might need to attempt a Deception\
    \ or Performance check to mimic the creature, as determined by the GM. This is\
    \ especially likely if you're trying to imitate a specific person and engage with\
    \ someone that person knows. In combat, the illusion can use 2 actions per turn,\
    \ which it uses when you Sustain the Spell. It uses your spell attack roll for\
    \ attack rolls and your spell DC for its AC. Its saving throw modifiers are equal\
    \ to your spell DC - 10. It is substantial enough that it can flank other creatures.\
    \ If the image is hit by an attack or fails a save, the spell ends. The illusion\
    \ can cause damage by making the target believe the illusion's attacks are real,\
    \ but it cannot otherwise directly affect the physical world. If the illusory\
    \ creature hits with a Strike, the target takes mental damage equal to 1d4 plus\
    \ your spellcasting ability modifier. This is a mental effect. The illusion's\
    \ Strikes are nonlethal. If the damage doesn't correspond to the image of the\
    \ monster-for example, if an illusory Large dragon deals only 5 damage-the GM\
    \ might allow the target to attempt a Perception check to disbelieve the spell\
    \ as a free action. Any relevant resistances and weaknesses apply if the target\
    \ thinks they do, as judged by the GM. For example, if the illusion wields a warhammer\
    \ and attacks a creature resistant to bludgeoning damage, the creature would take\
    \ less mental damage. However, illusory damage does not deactivate regeneration\
    \ or trigger other effects that require a certain damage type. The GM should track\
    \ illusory damage dealt by the illusion. Any creature that touches the image or\
    \ uses the Seek action to examine it can attempt to disbelieve your illusion.\
    \ When a creature disbelieves the illusion, it recovers from half the damage it\
    \ had taken from it (if any) and doesn't take any further damage from it.  \n\n\
    **Heightened (+1)**  The damage of the image's Strikes increases by 1d4, and the\
    \ maximum size of creature you can create increases by one (to a maximum of Gargantuan)."
  duration: sustained
  has_been_manually_proofread: false
  level: 2
  name: Illusory Creature
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 345
    page_stop: 345
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Auditory
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "Cloaked in illusion, the target becomes invisible. This makes it undetected\
    \ to all creatures, though the creatures can attempt to find the target, making\
    \ it hidden to them instead (page 466). If the target uses a hostile action, the\
    \ spell ends after that hostile action is completed.  \n\n**Heightened (4th)**\
    \  The spell lasts 1 minute, but it doesn't end if the target uses a hostile action."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Invisibility
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 347
    page_stop: 347
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You make the target easier to open. Knock grants a +4 status bonus to any
    creature that tries to open the target door, lock, or container with an Athletics
    or a Thievery check. You can attempt a Thievery check to open the target as part
    of casting knock, and you add your level even if you're untrained. Knock counteracts
    lock.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Knock
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 347
    page_stop: 347
  targets: 1 door, lock, or container
  traditions:
  - Arcane
  - Occult
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You specify a trigger (described on page 305) and a message up to 25 words
    long. When the specified trigger occurs within 30 feet of the target, an illusory
    mouth appears on the target and speaks the message, and the magic mouth spell
    ends.
  duration: unlimited
  has_been_manually_proofread: false
  level: 2
  name: Magic Mouth
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 349
    page_stop: 349
  targets: 1 creature or object
  traditions:
  - Arcane
  - Occult
  traits:
  - Auditory
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Three illusory images of you swirl about your space, potentially causing
    those who attack you to hit one of the images instead of you. Any attack that
    would hit you has a random chance of hitting one of your images instead of you.
    If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4).
    With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6).
    With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit,
    it is destroyed. If an attack roll fails to hit your AC but doesn't critically
    fail, it destroys an image but has no additional effect (even if the attack would
    normally have an effect on a failure). If an attack roll is a critical success
    and would hit one of the images, one of the images is destroyed and the attack
    roll becomes a success against you. Once all the images are destroyed, the spell
    ends.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Mirror Image
  req: null
  source:
  - abbr: CRB
    page_start: 352
    page_stop: 352
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: You reshape the magic aura of one creature or object to resemble that of
    another. You designate one target as the primary target and the other as the secondary
    target. Effects that would detect auras on the primary target instead detect the
    same types of auras from the secondary target. A creature reading the aura can
    attempt to disbelieve the illusion. You can Dismiss the spell from up to a mile
    away.
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 2
  name: Misdirection
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 352
    page_stop: 352
  targets: 2 creatures or objects
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 20-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You call forth a cloud of mist. All creatures within the mist become concealed,
    and all creatures outside the mist become concealed to creatures within it. You
    can Dismiss the cloud.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Obscuring Mist
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 355
    page_stop: 355
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  - Water
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You conjure a Large, magical, equine creature that only you (or another\
    \ Medium or Small creature you choose) can ride. The horse is clearly phantasmal\
    \ in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If\
    \ it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has\
    \ a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk.  \n\n\
    **Heightened (4th)**  The steed has a Speed of 60 feet, can walk on water, and\
    \ ignores areas of natural difficult terrain.  \n\n**Heightened (5th)**  The steed\
    \ has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult\
    \ terrain. It can also air walk but must end its turn on solid ground or fall.\
    \  \n\n**Heightened (6th)**  The steed can walk or fly at a Speed of 80 feet,\
    \ can walk on water, and ignores natural difficult terrain."
  duration: 8 hours
  has_been_manually_proofread: false
  level: 2
  name: Phantom Steed
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 357
    page_stop: 357
  targets: null
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A shield of elemental energy protects a creature against one type of energy\
    \ damage. Choose acid, cold, electricity, fire, or sonic damage. The target and\
    \ its gear gain resistance 5 against the damage type you chose.  \n\n**Heightened\
    \ (4th)**  The resistance increases to 10, and you can target up to two creatures.\
    \  \n\n**Heightened (7th)**  The resistance increases to 15, and you can target\
    \ up to five creatures."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Resist Energy
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 364
    page_stop: 364
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You can see invisible creatures and objects. They appear to you as translucent\
    \ shapes, and they are concealed to you.  \n\n**Heightened (5th)**  The spell\
    \ has a duration of 8 hours."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: See Invisibility
  req: null
  source:
  - abbr: CRB
    page_start: 367
    page_stop: 367
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Divination
  - Revelation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You warp space to make a creature smaller. The target shrinks to become\
    \ Tiny in size. Its equipment shrinks with it but returns to its original size\
    \ if removed. The creature's reach changes to 0 feet. This spell has no effect\
    \ on a Tiny creature.  \n\n**Heightened (6th)**  The spell can target up to 10\
    \ creatures."
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 2
  name: Shrink
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: 1 willing creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You create a semicorporeal hand out of your essence that delivers touch spells
    for you. Whenever you Cast a Spell with a range of touch, you can have the hand
    crawl to a target within range along the ground, touch it, and then crawl back
    to you. When making a melee spell attack with the hand, you use your normal bonuses.
    The hand can move as far as it needs to within range. The hand has your AC and
    saves, but any damage to the hand destroys it and causes you to take 1d6 damage.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Spectral Hand
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Tiny clinging hairs sprout across the creature's hands and feet, offering\
    \ purchase on nearly any surface. The target gains a climb Speed equal to its\
    \ Speed.  \n\n**Heightened (5th)**  The duration increases to 1 hour."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Spider Climb
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 371
    page_stop: 371
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure an elemental to fight for you. This works like summon animal,\
    \ except you summon a common creature that has the elemental trait and whose level\
    \ is 1 or lower.  \n\n**Heightened (3rd)**  Level 2  \n\n**Heightened (4th)**\
    \  Level 3  \n\n**Heightened (5th)**  Level 5  \n\n**Heightened (6th)**  Level\
    \ 7  \n\n**Heightened (7th)**  Level 9  \n\n**Heightened (8th)**  Level 11  \n\
    \n**Heightened (9th)**  Level 13  \n\n**Heightened (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Summon Elemental
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: With a rush of telekinetic power, you move a foe or something they carry.
    You can attempt to Disarm, Shove, or Trip the target using a spell attack roll
    instead of an Athletics check.
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Telekinetic Manuever
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Attack
  - Evocation
  - Force
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You dull the target's mind; the target must attempt a Will save.  \n\n**Success**\
    \  The target is unaffected.  \n\n**Failure**  The target is stupefied 2.  \n\n\
    **Critical Failure**  The target is stupefied 4."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Touch of Idiocy
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 378
    page_stop: 378
  targets: 1 living creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "The targets can breathe underwater.  \n\n**Heightened (3rd)**  The duration\
    \ increases to 8 hours.  \n\n**Heightened (4th)**  The duration increases to until\
    \ your next daily preparations."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 2
  name: Water Breathing
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 384
    page_stop: 384
  targets: up to 5 creatures
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target can walk on the surface of water and other liquids without falling\
    \ through. It can go underwater if it wishes, but in that case it must Swim normally.\
    \ This spell doesn't grant the ability to breathe underwater.  \n\n**Heightened\
    \ (4th)**  The spell's range increases to 30 feet, the duration increases to 1\
    \ hour, and you can target up to 10 creatures."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Water Walk
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 384
    page_stop: 384
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 10-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You create a sticky web in the area that impedes creatures' movement each\
    \ time they try to move through it. Squares filled with the web are difficult\
    \ terrain. Each square can be cleared of the web by a single attack or effect\
    \ that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and\
    \ it automatically fails its saving throws. Each time a creature in the web begins\
    \ to use a move action or enters the web during a move action, it must attempt\
    \ an Athletics check or Reflex save against your spell DC to avoid taking a circumstance\
    \ penalty to its Speeds or becoming immobilized. A creature that gets out of the\
    \ web ceases to take a circumstance penalty to its Speed from the web.  \n\n**Critical\
    \ Success**  The creature is unaffected, and it doesn't need to attempt further\
    \ Athletics checks or saving throws against the web this turn. If it used an Athletics\
    \ check, it clears the web from every square it leaves after leaving the square.\
    \  \n\n**Success**  The creature is unaffected during its action. If it used an\
    \ Athletics check, it clears the web from every square it leaves after leaving\
    \ the square.  \n\n**Failure**  The creature takes a -10-foot circumstance penalty\
    \ to its Speeds until the start of its next turn.  \n\n**Critical Failure**  The\
    \ creature is immobilized until the start of its next turn, after which it takes\
    \ a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to\
    \ Escape to remove its immobilized condition.  \n\n**Heightened (4th)**  The spell's\
    \ area increases to a 20-foot burst, and its range increases to 60 feet."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Web
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 384
    page_stop: 384
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: With a word of necromantic power, you seize control of the target. It gains
    the minion trait. If you or an ally uses any hostile actions against the target,
    the spell ends.
  duration: 1 day
  has_been_manually_proofread: false
  level: 3
  name: Bind Undead
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 321
    page_stop: 321
  targets: 1 mindless undead creature with a level no greater than bind undead's spell
    level
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You blind the target. The effect is determined by the target's Fortitude\
    \ save. The target then becomes temporarily immune for 1 minute.  \n\n**Critical\
    \ Success**  The target is unaffected.  \n\n**Success**  The target is blinded\
    \ until its next turn begins.  \n\n**Failure**  The target is blinded for 1 minute.\
    \  \n\n**Critical Failure**  The target is blinded permanently."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Blindness
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 321
    page_stop: 321
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Incapacitation
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You create an invisible floating ear at a location within range (even if
    it's outside your line of sight or line of effect). It can't move, but you can
    hear through the ear as if using your normal auditory senses.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 3
  name: Clairaudience
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 324
    page_stop: 324
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Divination
  - Scrying
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You send a message to your target's dream. The message is one-way, up to\
    \ 1 minute of speech (roughly 150 words). If the target is asleep, they receive\
    \ the message instantly. If not, they receive it the next time they sleep. As\
    \ soon as they receive it, the spell ends, and you know the message was sent.\
    \  \n\n**Heightened (4th)**  You can target up to 10 creatures you know by name\
    \ and have met in person. You must send the same message to all of them; the spell\
    \ ends for each creature individually."
  duration: 1 day
  has_been_manually_proofread: false
  level: 3
  name: Dream Message
  range: planetary
  req: null
  source:
  - abbr: CRB
    page_start: 333
    page_stop: 333
  targets: 1 creature you know by name and have met in person
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Using the weight of earth, you hamper a target's flight, with effects based\
    \ on its Fortitude save. If the creature reaches the ground safely, it doesn't\
    \ take falling damage.  \n\n**Critical Success**  The target is unaffected.  \n\
    \n**Success**  The target falls safely up to 120 feet.  \n\n**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.  \n\n**Critical 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 minute."
  duration: varies
  has_been_manually_proofread: false
  level: 3
  name: Earthbind
  range: 120 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 334
    page_stop: 334
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your words fascinate your targets. You speak or sing without interruption\
    \ throughout the casting and duration. Targets who notice your speech or song\
    \ might give their undivided attention; each target must attempt a Will save.\
    \ The GM might grant a circumstance bonus (to a maximum of +4) if the target is\
    \ of an opposing religion, ancestry, or political leaning, or is otherwise unlikely\
    \ to agree with what you're saying. Each creature that comes within range has\
    \ to attempt a save when you Sustain the Spell. If you're speaking, enthrall gains\
    \ the linguistic trait.  \n\n**Critical Success**  The target is unaffected and\
    \ notices that you tried to use magic.  \n\n**Success**  The target needn't pay\
    \ attention but doesn't notice you tried to use magic (it might notice others\
    \ are enthralled).  \n\n**Failure**  The target is fascinated with you. It can\
    \ attempt another Will save if it witnesses actions or speech with which it disagrees.\
    \ If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour.\
    \ If the target is subject to a hostile act, or if another creature succeeds at\
    \ a Diplomacy or Intimidation check against it, the fascination ends immediately.\
    \  \n\n**Critical Failure**  As failure, but the target can't attempt a save to\
    \ end the fascination if it disagrees with you."
  duration: sustained
  has_been_manually_proofread: false
  level: 3
  name: Enthrall
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 336
    page_stop: 336
  targets: all creatures in range
  traditions:
  - Arcane
  - Occult
  traits:
  - Auditory
  - Emotion
  - Enchantment
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target's feet transform into fins, improving mobility in the water but\
    \ reducing it on land. The target gains a swim Speed equal to its normal land\
    \ Speed, but its land Speed becomes 5 feet.  \n\n**Heightened (6th)**  The spell\
    \ lasts until the next time you make your daily preparations."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 3
  name: Feet to Fins
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: 1 willing creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Morph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: '|2| somatic, verbal'
  components:
  - Somatic
  - Verbal
  description: A roaring blast of fire appears at a spot you designate, dealing 6d6
    fire damage.
  duration: null
  has_been_manually_proofread: true
  heightened:
  - damagetype_name: Fire
    description: '**Heightened (+1)** The damage increases by 2d6'
    formula: 2d6
    type: 1
  level: 3
  name: Fireball
  range: 500 feet
  req: null
  rolls:
  - action_abbr: '2'
    components:
    - Somatic
    - Verbal
    damagetype_name: Fire
    dice: 6d6
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  - Fire
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The target weapon becomes translucent and ghostly, and it can affect material
    and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal
    creature and gains the effects of the ghost touch property rune.
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 3
  name: Ghostly Weapon
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 340
    page_stop: 340
  targets: 1 non-magical weapon that is either unattended or wielded by you or a willing
    ally
  traditions:
  - Arcane
  - Occult
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You craft a trap by binding a hostile spell into a symbol. While Casting
    this Spell, you also Cast a Spell of a lower spell level to store in the glyph.
    The stored spell must take 3 actions or fewer to cast, have a hostile effect,
    and target one creature or have an area. You can set a password, a trigger, or
    both for the glyph. Any creature that moves, opens, or touches the target container
    or enters the target area that doesn't speak the password or that matches the
    trigger activates the glyph, releasing the harmful spell within. Once a spell
    is stored in the glyph, the glyph gains all the traits of that spell. If the stored
    spell targets one or more creatures, it targets the creature that set off the
    glyph. If it has an area, that area is centered on the creature that set off the
    glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph
    counts as a magical trap, using your spell DC for both the Perception check to
    notice it and the Thievery check to disable it; both checks require the creature
    attempting them to be trained in order to succeed. You can Dismiss glyph of warding.
    The maximum number of glyphs of warding you can have active at a time is equal
    to your spellcasting ability modifier.
  duration: unlimited
  has_been_manually_proofread: false
  level: 3
  name: Glyph of Warding
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 341
    page_stop: 341
  targets: 1 container or a 10-foot-by-10-foot area
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Magic empowers the target to act faster. It gains the quickened condition\
    \ and can use the extra action each round only for Strike and Stride actions.\
    \  \n\n**Heightened (7th)**  You can target up to 6 creatures."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Haste
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot burst
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "You create a pattern of shifting colors that hovers in the air in a geometric\
    \ cloud. Creatures are dazzled while inside the pattern. In addition, a creature\
    \ must attempt a Will saving throw if it is inside the pattern when you cast it,\
    \ when it enters the pattern, when it ends its turn within the pattern, or if\
    \ it uses a Seek or Interact action on the pattern. A creature currently fascinated\
    \ by the pattern doesn't attempt new saves.  \n\n**Success**  The target is unaffected.\
    \  \n\n**Failure**  The target is fascinated by the pattern.  \n\n**Critical Failure**\
    \  The target is fascinated by the pattern. While it remains fascinated, it can't\
    \ use reactions."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Hypnotic Pattern
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 344
    page_stop: 344
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot emanation
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "You and all targets are invisible except to each other as long as you remain\
    \ within the spell's area. If a creature made invisible by this spell leaves the\
    \ spell's area, it becomes visible and remains so even if it returns to the spell's\
    \ area. If any creature made invisible by this spell uses a hostile action, the\
    \ spell ends after the hostile action is completed. While exploring, it's easy\
    \ to move together slowly and remain invisible. This is untenable in a battle,\
    \ however. Once an encounter begins, creatures remain invisible until at most\
    \ the end of the first round, at which point the spell ends.  \n\n**Heightened\
    \ (5th)**  The duration increases to 1 hour."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 3
  name: Invisibility Sphere
  req: null
  source:
  - abbr: CRB
    page_start: 347
    page_stop: 347
  targets: you and any number of creatures in range
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You defy gravity and levitate the target 5 feet off the ground. For the duration
    of the spell, you can move the target up or down 10 feet with a single action,
    which has the concentrate trait. A creature floating in the air from levitate
    takes a -2 circumstance penalty to attack rolls. A floating creature can spend
    an Interact action to stabilize itself and negate this penalty for the remainder
    of its turn. If the target is adjacent to a fixed object or terrain of suitable
    stability, it can move across the surface by climbing (if the surface is vertical,
    like a wall) or crawling (if the surface is horizontal, such as a ceiling). The
    GM determines which surfaces can be climbed or crawled across.
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 3
  name: Levitate
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: 1 unatteded object or willing creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 120-foot line
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A bolt of lightning strikes outward from your hand, dealing 4d12 electricity\
    \ damage.  \n\n**Heightened (+1)**  The damage increases by 1d12."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Lightning Bolt
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Electricity
  - Evocation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You learn the direction to the target (if you picked a specific object,\
    \ such as \"my mother's sword\") or the nearest target (if you picked a type of\
    \ object, such as \"swords\"). If the target is a specific object, you must have\
    \ observed it directly with your own senses. If it's a type of object, you still\
    \ need to have an accurate mental image of the type of object. If there's lead\
    \ or running water between you and the target, this spell can't locate the object.\
    \ This means you might find a type of object farther away if the nearest one is\
    \ behind lead or running water.  \n\n**Heightened (5th)**  You can target a specific\
    \ creature or ancestry instead of an object, but you must have met or seen up\
    \ close the creature or ancestry you want to target."
  duration: sustained
  has_been_manually_proofread: false
  level: 3
  name: Locate
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: 1 specific object or type of object
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Uncommon
  - Detection
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You merge with an adjacent block of stone with enough volume to fit you and
    your worn and held possessions. You must touch the stone when you Cast the Spell.
    You can hear, but not see, what's going on outside the stone, and you can cast
    spells while in the stone as long as they don't require line of effect beyond
    the stone. Significant physical damage to the stone while you are inside it expels
    you and deals 10d6 damage to you. Passwall expels you without dealing damage and
    ends meld into stone. You can Dismiss this spell.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 3
  name: Meld into Stone
  req: null
  source:
  - abbr: CRB
    page_start: 350
    page_stop: 350
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Earth
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "With a cursory mental touch, you attempt to read the target's mind. It must\
    \ attempt a Will save. The target then becomes temporarily immune to your mind\
    \ reading for 1 hour.  \n\n**Critical Success**  The target perceives vague surface\
    \ thoughts from you when you Cast the Spell.  \n\n**Success**  You find out whether\
    \ the target's Intelligence modifier is higher than, equal to, or lower than yours.\
    \  \n\n**Failure**  You perceive vague surface thoughts from the target when you\
    \ Cast the Spell, and you find out whether its Intelligence modifier is higher\
    \ than, equal to, or lower than yours.  \n\n**Critical Failure**  As failure,\
    \ and for the duration of the spell, you can Sustain the Spell to detect the target's\
    \ surface thoughts again. The target doesn't receive any additional saves."
  duration: 1 round or sustained up to 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Mind Reading
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 351
    page_stop: 351
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Detection
  - Divination
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You erect protective wards that make the target difficult to detect via magic.
    Nondetection attempts to counteract all detection, revelation, and scrying divinations
    made against the target or the target's gear throughout the duration, counting
    cantrips as 1st-level spells for this purpose. Successfully counteracting a divination
    that targets an area or multiple targets negates the effects only for nondetection's
    target.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 3
  name: Nondetection
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 355
    page_stop: 355
  targets: 1 creature or object
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You block the target's motor impulses before they can leave its mind, threatening\
    \ to freeze the target in place. The target must attempt a Will save.  \n\n**Critical\
    \ Success**  The target is unaffected.  \n\n**Success**  The target is stunned\
    \ 1.  \n\n**Failure**  The target is paralyzed for 1 round.  \n\n**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.  \n\n**Heightened (7th)**  You can target\
    \ up to 10 creatures."
  duration: varies
  has_been_manually_proofread: false
  level: 3
  name: Paralyze
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 356
    page_stop: 356
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You change the target's text to different text entirely. If the text is a
    spellbook or a scroll, you can change it to show a spell you know of secret page's
    level or lower. The replacement spell cannot be cast or used to prepare a spell.
    You can also transform the text into some other text you have written or have
    access to. You can specify a password that allows a creature touching the page
    to change the text back and forth. You must choose the replacement text and the
    password, if any, when you Cast the Spell.
  duration: unlimited
  has_been_manually_proofread: false
  level: 3
  name: Secret Page
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 367
    page_stop: 367
  targets: 1 page up to 3 square feet in size
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: You shrink the target to roughly the size of a coin. This reduces it to negligible
    Bulk. You can Dismiss the spell, and the spell ends if you toss the object onto
    a solid surface. The object can't be used to attack or cause damage during the
    process of it returning to normal size. If there isn't room for the object to
    return to normal size when the spell ends, the spell's duration continues until
    the object is in a location large enough to accommodate its normal size.
  duration: 1 day
  has_been_manually_proofread: false
  level: 3
  name: Shrink Item
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: 1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk
  traditions:
  - Arcane
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You dilate the flow of time around the target, slowing its actions.  \n\n\
    **Critical Success**  The target is unaffected.  \n\n**Success**  The target is\
    \ slowed 1 for 1 round.  \n\n**Failure**  The target is slowed 1 for 1 minute.\
    \  \n\n**Critical Failure**  The target is slowed 2 for 1 minute.  \n\n**Heightened\
    \ (6th)**  You can target up to 10 creatures."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Slow
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create a cloud of putrid mist in the area. The cloud functions as obscuring\
    \ mist except it sickens creatures that end their turns within the cloud. (The\
    \ concealed condition is not a poison effect.)  \n\n**Critical Success**  The\
    \ creature is unaffected.  \n\n**Success**  The creature is sickened 1.  \n\n\
    **Failure**  The creature is sickened 1 and slowed 1 while in the cloud.  \n\n\
    **Critical Failure**  The creature is sickened 2 and slowed 1 until it leaves\
    \ the cloud."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Stinking Cloud
  range: 120 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 373
    page_stop: 373
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  - Poison
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your touch leeches the lifeblood out of a target to empower yourself. You\
    \ deal 6d6 negative damage to the target. You gain temporary Hit Points equal\
    \ to half the negative damage the target takes (after applying resistances and\
    \ the like). You lose any remaining temporary Hit Points after 1 minute.  \n\n\
    **Heightened (+1)**  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Vampiric Touch
  range: touch
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 380
    page_stop: 380
  targets: 1 living creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Death
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You create a barrier of gusting winds that hinders anything moving through\
    \ it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high.\
    \ The wall stands vertically, but you can shape its path. Though the wall of wind\
    \ distorts the air, it does not hamper sight. The wall has the following effects.\
    \ Ammunition from physical ranged attacks-such as arrows, bolts, sling bullets,\
    \ and other objects of similar size-can't pass through the wall. Attacks with\
    \ bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their\
    \ attack rolls if their paths pass through the wall. Massive ranged weapons and\
    \ spell effects that don't create physical objects pass through the wall with\
    \ no penalty. The wall is difficult terrain to creatures attempting to move overland\
    \ through it. Gases, including creatures in gaseous form, can't pass through the\
    \ wall. A creature that attempts to fly through the wall using a move action must\
    \ attempt a Fortitude save.  \n\n**Critical Success**  The creature can move through\
    \ the wall normally this turn.  \n\n**Success**  The flying creature can move\
    \ through the wall this turn, but the wall is difficult terrain.  \n\n**Failure**\
    \  The wall stops the movement of the flying creature, and any remaining movement\
    \ from its current action is wasted.  \n\n**Critical Failure**  As failure, and\
    \ the creature is pushed 10 feet away from the wall."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Wall of Wind
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 383
    page_stop: 383
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Air
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You harness your mastery of primal forces to reshape your body into a Medium\
    \ flying animal battle form. When you cast this spell, choose bat, bird, pterosaur,\
    \ or wasp. You can decide the specific type of animal (such as an owl or eagle\
    \ for bird), but this has no effect on the form's Size or statistics. While in\
    \ this form, you gain the animal trait. You can Dismiss the spell. You gain the\
    \ following statistics and abilities regardless of which battle form you choose:\
    \  \n\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\n\
    \n * 5 temporary Hit Points.\n\n * Low-light vision.\n\n * One or more unarmed\
    \ melee attacks specific to the battle form you choose, which are the only attacks\
    \ you can use. You're trained with them. Your attack modifier is +16, and your\
    \ damage bonus is +5. These attacks are Dexterity based (for the purpose of the\
    \ clumsy condition, for example). If your attack modifier for Dexterity-based\
    \ unarmed attacks is higher, you can use it instead.\n\n * Acrobatics modifier\
    \ of +16, unless your own modifier is higher.\n\n  \n\nYou also gain specific\
    \ abilities based on the form you choose:  \n\n * **Bat** Speed 20 feet, fly Speed\
    \ 30 feet; precise echolocation 40 feet; **Melee** |1| fangs, **Damage** 2d8 piercing;\
    \ **Melee** |1| wing (agile), **Damage** 2d6 bludgeoning.\n\n * **Bird** Speed\
    \ 10 feet, fly Speed 50 feet; **Melee** |1| beak, **Damage** 2d8 piercing; **Melee**\
    \ |1| talon (agile), **Damage** 1d10 slashing.\n\n * **Pterosaur** Speed 10 feet,\
    \ fly Speed 40 feet; imprecise scent 30 feet; **Melee** |1| beak, **Damage** 3d6\
    \ piercing.\n\n * **Wasp** Speed 20 feet, fly Speed 40 feet; **Melee** |1| stinger,\
    \ **Damage** 1d8 piercing plus 1d6 persistent poison.\n\n  \n\n**Heightened (5th)**\
    \  Your battle form is Large and your fly Speed gains a +10-foot status bonus.\
    \ You must have enough space to expand into or the spell is lost. You instead\
    \ gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20.\
    \  \n\n**Heightened (6th)**  Your battle form is Huge, your fly Speed gains a\
    \ +15-foot status bonus, and your attacks have 10-foot reach. You must have enough\
    \ space to expand into or the spell is lost. You instead gain AC = 21 + your level,\
    \ 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice\
    \ (including persistent damage), and Acrobatics +23."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Aerial Form
  req: null
  source:
  - abbr: CRB
    page_start: 316
    page_stop: 316
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You blink quickly between the Material Plane and the Ethereal Plane. You\
    \ gain resistance 5 to all damage (except force). You can Sustain the Spell to\
    \ vanish and reappear 10 feet away in a random direction determined by the GM;\
    \ the movement doesn't trigger reactions. At the end of your turn, you vanish\
    \ and reappear as above.  \n\n**Heightened (+2)**  The resistance increases by\
    \ 3."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Blink
  req: null
  source:
  - abbr: CRB
    page_start: 321
    page_stop: 321
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: 1m
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You create an invisible floating eye at a location within range (even if
    it's outside your line of sight or line of effect). The eye can't move, but you
    can see in all directions from that point as if using your normal visual senses.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Clairvoyance
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 324
    page_stop: 324
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Divination
  - Scrying
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You befuddle your target with strange impulses, causing it to act randomly.\
    \ The effects are determined by the target's Will save. You can Dismiss the spell.\
    \  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**  The target\
    \ babbles incoherently and is stunned 1.  \n\n**Failure**  The target is confused\
    \ for 1 minute. It can attempt a new save at the end of each of its turns to end\
    \ the confusion.  \n\n**Critical Failure**  The target is confused for 1 minute,\
    \ with no save to end early.  \n\n**Heightened (8th)**  You can target up to 10\
    \ creatures."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Confusion
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 325
    page_stop: 325
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a temporary object from eldritch energy. It must be of vegetable\
    \ matter (such as wood or paper) and 5 cubic feet or smaller. It can't rely on\
    \ intricate artistry or complex moving parts, never fulfills a cost or the like,\
    \ and can't be made of precious materials or materials with a rarity of uncommon\
    \ or higher. It is obviously temporarily conjured, and thus can't be sold or passed\
    \ off as a genuine item.  \n\n**Heightened (5th)**  The item is metal and can\
    \ include common minerals, like feldspar or quartz."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 4
  name: Creation
  range: 0 feet
  req: null
  source:
  - abbr: CRB
    page_start: 326
    page_stop: 326
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "By tapping into trace divinatory auras, you detect the presence of scrying\
    \ effects in the area. If detect scrying is higher level than a scrying effect,\
    \ you gain a glimpse of the scrying creature and learn its approximate distance\
    \ and direction.  \n\n**Heightened (6th)**  The duration is until the next time\
    \ you make your daily preparations."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 4
  name: Detect Scrying
  req: null
  source:
  - abbr: CRB
    page_start: 328
    page_stop: 328
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Detection
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Opening a door that bypasses normal space, you instantly transport yourself\
    \ and any items you're wearing and holding from your current space to a clear\
    \ space within range you can see. If this would bring another creature with you-even\
    \ if you're carrying it in an extradimensional container-the spell is lost.  \n\
    \n**Heightened (5th)**  The range increases to 1 mile. You don't need to be able\
    \ to see your destination, as long as you have been there in the past and know\
    \ its relative location and distance from you. You are temporarily immune for\
    \ 1 hour."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Dimension Door
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 328
    page_stop: 328
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You interfere with the target's ability to teleport and travel between dimensions.\
    \ Dimensional anchor attempts to counteract any teleportation effect, or any effect\
    \ that would move the target to a different plane. The duration is determined\
    \ by the target's Will save.  \n\n**Critical Success**  The target is unaffected.\
    \  \n\n**Success**  The effect's duration is 1 minute.  \n\n**Failure**  The effect's\
    \ duration is 10 minutes.  \n\n**Critical Failure**  The effect's duration is\
    \ 1 hour."
  duration: varies
  has_been_manually_proofread: false
  level: 4
  name: Dimensional Anchor
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 329
    page_stop: 329
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Falsehoods ring in your ears like discordant notes. You gain a +4 status
    bonus to Perception checks when someone Lies.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Discern Lies
  req: null
  source:
  - abbr: CRB
    page_start: 330
    page_stop: 330
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Uncommon
  - Divination
  - Mental
  - Revelation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally,\
    \ adjacent creatures that hit you with a melee attack, as well as creatures that\
    \ touch you or hit you with an unarmed attack, take 2d6 fire damage each time\
    \ they do.  \n\n**Heightened (+2)**  The cold resistance increases by 5, and the\
    \ fire damage increases by 1d6."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Fire Shield
  req: null
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  - Fire
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target can soar through the air, gaining a fly Speed equal to its Speed\
    \ or 20 feet, whichever is greater.  \n\n**Heightened (7th)**  The duration increases\
    \ to 1 hour."
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 4
  name: Fly
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You repel effects that would hinder a creature or slow its movement. While
    under this spell's effect, the target ignores effects that would give them a circumstance
    penalty to Speed. When they attempt to Escape an effect that has them immobilized,
    grabbed, or restrained, they automatically succeed unless the effect is magical
    and of a higher level than the freedom of movement spell.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Freedom of Movement
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 340
    page_stop: 340
  targets: 1 creature touched
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The target transforms into a vaporous state. In this state, the target is
    amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage
    and is immune to precision damage. It can't cast spells, activate items, or use
    actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet
    and can slip through tiny cracks. The target can Dismiss the spell.
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 4
  name: Gaseous Form
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 340
    page_stop: 340
  targets: 1 willing creature
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot burst centered on one corner of your space
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You create an immobile globe around yourself that attempts to counteract
    any spell from outside the globe whose area or targets enter into the globe, as
    if the globe were a dispel magic spell 1 level lower than its actual spell level.
    If the counteract attempt succeeds, it prevents only the portion of the spell
    that would have entered the globe (so if the spell also has targets outside the
    globe, or part of its area is beyond the globe, those targets or that area is
    affected normally). You must form the sphere in an unbroken open space, so its
    edges don't pass through any creatures or objects, or the spell is lost (though
    creatures can enter the globe after the spell is cast).
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Globe of Invulnerability
  req: null
  source:
  - abbr: CRB
    page_start: 341
    page_stop: 341
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: null
  area: 50-foot burst
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You create an illusion that causes natural terrain to look, sound, feel,\
    \ and smell like a different kind of terrain. This doesn't disguise any structures\
    \ or creatures in the area. Any creature that touches the illusion or uses the\
    \ Seek action to examine it can attempt to disbelieve your illusion.  \n\n**Heightened\
    \ (5th)**  Your image can also disguise structures or create illusory structures\
    \ (but still doesn't disguise creatures)."
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 4
  name: Hallucinatory Terrain
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: null
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Uncommon
  - Illusion
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You send disturbing nightmares to your target. The next time the target\
    \ falls asleep, it must attempt a Will save. If you know the target only by name\
    \ and have never met them, the target gets a +4 circumstance bonus to the Will\
    \ save.  \n\n**Critical Success**  The target suffers no adverse effects and is\
    \ temporarily immune for 1 week.  \n\n**Success**  The target experiences the\
    \ nightmares but suffers no adverse effects other than unpleasant memories.  \n\
    \n**Failure**  The target experiences the nightmares and awakens fatigued.  \n\
    \n**Critical Failure**  The target experiences the nightmares, awakens fatigued,\
    \ and is drained 2 until it is no longer fatigued."
  duration: 1 day
  has_been_manually_proofread: false
  level: 4
  name: Nightmare
  range: planetary
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 354
    page_stop: 354
  targets: 1 creature you know by name
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You afflict the target with a curse that makes its presence abrasive and\
    \ off -putting. The target must attempt a Will save.  \n\n**Critical Success**\
    \  The target is unaffected.  \n\n**Success**  For 10 minutes, the target must\
    \ roll twice and use the worse result whenever attempting a Deception, Diplomacy,\
    \ Intimidation, or Performance check, and creatures they encounter have an initial\
    \ attitude toward them of one step worse (for instance, unfriendly instead of\
    \ indifferent).  \n\n**Failure**  As success, but the effect is permanent.  \n\
    \n**Critical Failure**  As failure, and creatures that the target encounters have\
    \ an initial attitude toward them of two steps worse."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Outcast's Curse
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 355
    page_stop: 355
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Attack
  - Curse
  - Enchantment
  - Mental
  - Misfortune
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create a phantasmal image of the most fearsome creature imaginable to\
    \ the target. Only the spell's target can see the killer, though you can see the\
    \ vague shape of the illusion as it races forth to attack. The effect of the killer\
    \ is based on the outcome of the target's Will save.  \n\n**Critical Success**\
    \  The target is unaffected.  \n\n**Success**  The target takes 4d6 mental damage\
    \ and is frightened 1.  \n\n**Failure**  The target takes 8d6 mental damage and\
    \ is frightened 2.  \n\n**Critical Failure**  The target is so afraid it might\
    \ die. It must attempt a Fortitude save; if the target fails, it dies. On a successful\
    \ Fortitude save, the target takes 12d6 mental damage, is fleeing until the end\
    \ of its next turn, and is frightened 4. This effect has the incapacitation trait.\
    \  \n\n**Heightened (+1)**  The damage increases by 2d6 on a failure and by 3d6\
    \ on a critical failure."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Phantasmal Killer
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 357
    page_stop: 357
  targets: 1 living creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Death
  - Emotion
  - Fear
  - Illusion
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  area: 100-foot burst
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: From outside, the area looks like a bank of impenetrable black fog. Sensory
    stimuli (such as sounds, smells, and light) don't pass from inside the area to
    outside the area. Scrying spells can't perceive any stimuli from the area, and
    mind-reading effects don't work in the area.
  duration: 24 hours
  has_been_manually_proofread: false
  level: 4
  name: Private Sanctum
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 360
    page_stop: 360
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create an immobile sphere of force to either trap or protect the target,\
    \ blocking anything that would pass through the sphere. The sphere has AC 5, Hardness\
    \ 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate\
    \ destroys the sphere instantly. If the target is unwilling, the effects of the\
    \ sphere depend on the target's Reflex save.  \n\n**Critical Success**  The target\
    \ disrupts the sphere's integrity, causing it to collapse entirely.  \n\n**Success**\
    \  The sphere functions normally but has only 10 Hit Points instead of 40.  \n\
    \n**Failure**  The sphere has its normal effect."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Resilient Sphere
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 364
    page_stop: 364
  targets: 1 Large or smaller creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Abjuration
  - Force
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You cause the target rope to rise vertically into the air. Where it ends,
    an extradimensional space opens, connected to the top of the rope. This space
    can be reached only by climbing the rope.The entrance to the space can't be seen,
    and it can be pinpointed only by the presence of the rope. The rope can't be removed
    or hidden, though it can be detached from the extradimensional space by pulling
    it with 16,000 pounds of weight, critically succeeding at an Athletics check against
    the spell's DC, or destroying the rope. The space holds up to eight Medium creatures
    and their gear. A Large creature counts as two Medium creatures, a Huge creature
    counts as four Medium creatures, and a Gargantuan creature fills the space on
    its own.If the rope is detached or destroyed, or if a creature attempts to enter
    the space that would put it over its capacity, the space begins to unravel. It
    disappears in 1d4 rounds, depositing the creatures within safely on the ground
    below.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 4
  name: Rope Trick
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 366
    page_stop: 366
  targets: 1 touched piece of rope from 5 to 30 feet long
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Conjuration
  - Extradimensional
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shape the stone into a rough shape of your choice. The shaping process\
    \ is too crude to produce intricate parts, fine details, moving pieces, or the\
    \ like. Any creatures standing atop the stone when you reshape it must each attempt\
    \ a Reflex save or Acrobatics check.  \n\n**Success**  The creature is unaffected.\
    \  \n\n**Failure**  The creature falls prone atop the stone.  \n\n**Critical Failure**\
    \  The creature falls off the stone (if applicable) and lands prone."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Shape Stone
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 368
    page_stop: 368
  targets: cube of stone 10 feet across or smaller
  traditions:
  - Arcane
  - Primal
  traits:
  - Earth
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 20-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You conjure a bank of fog so thick it impedes movement as well as sight.
    This functions as obscuring mist, except that the area is also difficult terrain.
    You can Dismiss the spell.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Solid Fog
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  - Transmutation
  - Water
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You ward a creature against the effects of a single spell. Choose a spell
    and name it aloud as part of the verbal component. Spell immunity attempts to
    counteract that spell whenever spell immunity's target is the target of the named
    spell or in that spell's area. Successfully counteracting a spell that targets
    an area or multiple targets with spell immunity negates the effects only for the
    target affected by spell immunity.
  duration: 24 hours
  has_been_manually_proofread: false
  level: 4
  name: Spell Immunity
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 371
    page_stop: 371
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target's skin hardens like stone. It gains resistance 5 to physical\
    \ damage, except adamantine. Each time the target is hit by a bludgeoning, piercing,\
    \ or slashing attack, stoneskin's duration decreases by 1 minute.  \n\n**Heightened\
    \ (6th)**  The resistance increases to 10.  \n\n**Heightened (8th)**  The resistance\
    \ increases to 15.  \n\n**Heightened (10th)**  The resistance increases to 20."
  duration: 20 minutes
  has_been_manually_proofread: false
  level: 4
  name: Stoneskin
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 374
    page_stop: 374
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Abjuration
  - Earth
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your honeyed words are difficult for creatures to resist. You suggest a\
    \ course of action to the target, which must be phrased in such a way as to seem\
    \ like a logical course of action to the target and can't be self-destructive\
    \ or obviously against the target's self-interest. The target must attempt a Will\
    \ save.  \n\n**Critical Success**  The target is unaffected and knows you tried\
    \ to control it.  \n\n**Success**  The target is unaffected and thinks you were\
    \ talking to them normally, not casting a spell on them.  \n\n**Failure**  The\
    \ target immediately follows your suggestion. The spell has a duration of 1 minute,\
    \ or until the target has completed a finite suggestion or the suggestion becomes\
    \ self-destructive or has other obvious negative effects.  \n\n**Critical Failure**\
    \  As failure, but the base duration is 1 hour.  \n\n**Heightened (8th)**  You\
    \ can target up to 10 creatures."
  duration: varies
  has_been_manually_proofread: false
  level: 4
  name: Suggestion
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 374
    page_stop: 374
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Linguistic
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "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.  \n\n**Heightened (6th)**  Telepathy loses the linguistic trait. You can\
    \ communicate telepathically with creatures using shared mental imagery even if\
    \ you don't share a language."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Telepathy
  req: null
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Divination
  - Linguistic
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You disguise the targets as other creatures of the same body shape and roughly\
    \ similar height (within 6 inches) and weight (within 50 pounds). The disguise\
    \ can hide the targets' identities or let them appear to be of another ancestry,\
    \ but it's not precise enough to impersonate specific individuals. The spell doesn't\
    \ change voice, scent, or mannerisms. You choose the disguise for each target;\
    \ for example, you could make one target appear to be a dwarf and another an elf.\
    \ Casting veil counts as setting up a disguise for the purpose of the Impersonate\
    \ action. It allows the target to ignore any circumstance penalties they might\
    \ take for being disguised as dissimilar creatures, and it gives the targets a\
    \ +4 status bonus to Deception checks to prevent others from seeing through their\
    \ disguises, and add their level even if untrained. You can Dismiss any or all\
    \ of these disguises.  \n\n**Heightened (5th)**  The spell also disguises the\
    \ targets' voices and scents; it gains the auditory trait.  \n\n**Heightened (7th)**\
    \  The targets can appear as any creature of the same size, even specific individuals.\
    \ You must have seen an individual to reproduce their appearance. The spell also\
    \ disguises the targets' voices and scents; it gains the auditory trait."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 4
  name: Veil
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 380
    page_stop: 380
  targets: up to 10 creatures
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You raise a blazing wall that burns creatures passing through it. You create\
    \ either a 5-foot-thick wall of flame in a straight line up to 60 feet long and\
    \ 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same\
    \ height. The wall stands vertically in either form; if you wish, the wall can\
    \ be of a shorter length or height. Everything on each side of the wall is concealed\
    \ from creatures on the opposite side. Any creature that crosses the wall or is\
    \ occupying the wall's area at the start of its turn takes 4d6 fire damage.  \n\
    \n**Heightened (+1)**  The fire damage increases by 1d6."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Wall of Fire
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 382
    page_stop: 382
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  - Fire
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot cone or 10-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You swing a weapon you're holding, and the weapon magically multiplies into\
    \ duplicates that swipe at all creatures in either a cone or an emanation. This\
    \ flurry deals four dice of damage to creatures in the area. This damage has the\
    \ same type as the weapon and uses the same die size. Determine the die size as\
    \ if you were attacking with the weapon; for instance, if you were wielding a\
    \ two-hand weapon in both hands, you'd use its two-hand damage die.  \n\n**Critical\
    \ Success**  The creature is unaffected.  \n\n**Success**  The target takes half\
    \ damage.  \n\n**Failure**  The target takes full damage.  \n\n**Critical Failure**\
    \  The target takes double damage and is subject to the weapon's critical specialization\
    \ effect.  \n\n**Heightened (+1)**  Add another damage die."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Weapon Storm
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 384
    page_stop: 384
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You send the target back to its home plane. The target must attempt a Will\
    \ save. You can spend an extra action while Casting this Spell and add a material\
    \ component to give the creature a -2 circumstance penalty to its save. The component\
    \ must be a specially gathered object that is anathema to the creature, and not\
    \ from a spell component pouch. This spell fails if you aren't on your home plane\
    \ when you cast it.  \n\n**Critical Success**  The target resists being banished\
    \ and you are stunned 1.  \n\n**Success**  The target resists being banished.\
    \  \n\n**Failure**  The target is banished.  \n\n**Critical Failure**  The target\
    \ is banished and can't return by any means to the plane it's banished from for\
    \ 1 week.  \n\n**Heightened (9th)**  You can target up to 10 creatures. The extra\
    \ material component affects targets to which it is anathema."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Banishment
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 320
    page_stop: 320
  targets: 1 creature that isn't on its home plane
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Abjuration
  - Incapacitation
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 20-foot burst adjacent to a flat surface
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: Oily black tentacles rise up and attempt to Grapple each creature in the
    area. Make spell attack rolls against the Fortitude DC of each creature. Any creature
    you succeed against is grabbed and takes 3d6 bludgeoning damage. Whenever a creature
    ends its turn in the area, the tentacles attempt to grab that creature if they
    haven't already, and they deal 1d6 bludgeoning damage to any creature already
    grabbed. The tentacles' Escape DC is equal to your spell DC. A creature can attack
    a tentacle in an attempt to release its grip. Its AC is equal to your spell DC,
    and it is destroyed if it takes 12 or more damage. Even if destroyed, additional
    tentacles continue to grow in the area until the duration ends. You can Dismiss
    the spell.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Black Tentacles
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 321
    page_stop: 321
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You create an opaque wall of light in a single vibrant color. The wall is\
    \ straight and vertical, stretching 60 feet long and 30 feet high. If the wall\
    \ would pass through a creature, the spell is lost. The wall sheds bright light\
    \ for 20 feet on each side, and dim light for the next 20 feet. You can ignore\
    \ the wall's effects. Roll 1d4 to determine the color of the wall. Each color\
    \ has a particular effect on items, effects, or creatures that attempt to pass\
    \ through. Chromatic wall can't be counteracted normally; rather, each color is\
    \ automatically counteracted when targeted by a specific spell, even if that spell's\
    \ level is lower than that of chromatic wall. Red The wall destroys ranged weapon\
    \ ammunition (such as arrows and crossbow bolts) that would pass through, and\
    \ it deals 20 fire damage to anyone passing through, with a basic Reflex save.\
    \ Cone of cold can counteract a red chromatic wall. Orange The wall destroys thrown\
    \ weapons that would pass through, and it deals 25 acid damage to anyone passing\
    \ through, with a basic Reflex save. Gust of wind can counteract an orange chromatic\
    \ wall. Yellow The wall stops acid, cold, electricity, fire, force, negative,\
    \ positive, and sonic effects from passing through, and it deals 30 electricity\
    \ damage to anyone passing through, with a basic Reflex save. Disintegrate can\
    \ counteract a yellow chromatic wall. Green The wall stops toxins, gases, and\
    \ breath weapons from passing through. It deals 10 poison damage to anyone passing\
    \ through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces\
    \ the damage and negates the enfeebled condition on a success. Passwall can counteract\
    \ a green chromatic wall.  \n\n**Heightened (7th)**  The spell's duration increases\
    \ to 1 hour. Roll 1d8 to determine the wall's color; the results for 5-8 are below.\
    \ A red, orange, yellow, or green wall deals an extra 10 damage. Blue The wall\
    \ stops auditory, petrification, and visual effects from passing through, and\
    \ creatures passing through are subject to the effects of flesh to stone. Magic\
    \ missile can counteract a blue chromatic wall. Indigo The wall stops divination\
    \ and mental effects from passing through, and those passing through are subject\
    \ to the effects of warp mind. Searing light can counteract an indigo chromatic\
    \ wall. Violet The wall prevents spells from targeting the other side (area effects\
    \ still cross as normal). Creatures passing through must succeed at a Will save\
    \ or they are slowed 1 for 1 minute; on a critical failure, the creature is instead\
    \ sent to another plane, with the effect of plane shift . Dispel magic can counteract\
    \ a violet chromatic wall. Reroll, and creatures that pass through the wall take\
    \ a -2 circumstance penalty to their saves."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 5
  name: Chromatic Wall
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 323
    page_stop: 323
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A cloak of swirling colors shrouds the target. Creatures are dazzled while\
    \ adjacent to it, and attacking the target causes a brilliant flash of light.\
    \ A creature that hits the target with a melee attack must attempt a Will save.The\
    \ creature is temporarily immune until the end of its turn; this effect has the\
    \ incapacitation trait.  \n\n**Success**  The attacker is unaffected.  \n\n**Failure**\
    \  The attacker is blinded for 1 round.  \n\n**Critical Failure**  The attacker\
    \ is stunned for 1 round."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Cloak of Colors
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 324
    page_stop: 324
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 20-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a poisonous fog. This functions as obscuring mist, except the\
    \ area moves 10 feet away from you each round. You deal 6d8 poison damage to each\
    \ breathing creature that starts its turn in the spell's area. You can Dismiss\
    \ the spell.  \n\n**Heightened (+1)**  The damage increases by 1d8."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Cloudkill
  range: 120 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 324
    page_stop: 324
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Death
  - Necromancy
  - Potion
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures\
    \ in the area.  \n\n**Heightened (+1)**  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Cone of Cold
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 325
    page_stop: 325
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Cold
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 50 feet long by 50 feet wide
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: By imposing your will upon the water, you can raise or lower the level of
    water in the chosen area by 10 feet. Water creatures in the area are subjected
    to the effects of slow.
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Control Water
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 326
    page_stop: 326
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  - Water
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You inflict despair on creatures in the area. The effects for each creature\
    \ are determined by its Will save.  \n\n**Critical Success**  The creature is\
    \ unaffected.  \n\n**Success**  For 1 round, the creature can't use reactions\
    \ and must attempt another save at the start of its turn; on a failure, it is\
    \ slowed 1 for that turn as it sobs uncontrollably.  \n\n**Failure**  For 1 round,\
    \ the creature can't use reactions and must attempt another save at the start\
    \ of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably.\
    \  \n\n**Critical Failure**  As failure, and the creature is automatically slowed\
    \ 1 for 1 minute.  \n\n**Heightened (7th)**  The area increases to a 60-foot cone."
  duration: 1 or more rounds
  has_been_manually_proofread: false
  level: 5
  name: Crushing Dispair
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 327
    page_stop: 327
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: R
  cast: somatic
  components:
  - Somatic
  descr: "The target appears to fall down dead, though it actually turns invisible.\
    \ Its illusory corpse remains where it fell, complete with a believable fatal\
    \ wound. This illusion looks and feels like a dead body. If the target's death\
    \ seems absurd-for instance, a barbarian at full health appears to be slain by\
    \ 2 damage-the GM can grant the attacker an immediate Perception check to disbelieve\
    \ the illusion. If the target uses hostile actions, the spell ends. This ends\
    \ the entire spell, so the illusory corpse disappears too.  \n\n**Heightened (7th)**\
    \  The spell doesn't end if the target uses hostile actions."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Drop Dead
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 333
    page_stop: 333
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  traits:
  - Uncommon
  - Illusion
  - Visual
  trigger: a creature within range is hit by an attack from an enemy
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call upon the power of the planes to transform into a Medium elemental\
    \ battle form. When you cast this spell, choose air, earth, fire, or water. While\
    \ in this form, you gain the corresponding trait and the elemental trait. You\
    \ have hands in this battle form and can take manipulate actions. You can Dismiss\
    \ the spell.  \n\nYou gain the following statistics and abilities regardless of\
    \ which battle form you choose:  \n\n * AC = 19 + your level. Ignore your armor's\
    \ check penalty and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Darkvision.\n\
    \n * One or more unarmed melee attacks specific to the battle form you choose,\
    \ which are the only attacks you can use. You're trained with them. Your attack\
    \ modifier is +18, and your damage bonus is +9. These are Dexterity based (air\
    \ or fire) or Strength based (earth or water). If your corresponding unarmed attack\
    \ modifier is higher, you can use it instead.\n\n * Acrobatics (air or fire) or\
    \ Athletics (earth or water) modifier of +20; ignore this change if your own modifier\
    \ is higher.\n\n  \n\nYou also gain specific abilities based on the type of elemental\
    \ you choose:\n\n * **Air** fly Speed 80 feet, movement doesn't trigger reactions;\
    \ **Melee** |1| gust, **Damage** 1d4 bludgeoning.\n\n * **Earth** Speed 20 feet,\
    \ burrow Speed 20 feet; **Melee** |1| fist, **Damage** 2d10 bludgeoning.\n\n *\
    \ **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water;\
    \ **Melee** |1| tendril , **Damage** 1d8 fire plus 1d4 persistent fire.\n\n *\
    \ **Water** Speed 20 feet, swim Speed 60 feet; fire resistance 5; **Melee** |1|\
    \ wave, **Damage** 1d12 bludgeoning, and you can spend an action immediately after\
    \ a hit to push the target 5 feet with the effects of a successful Shove.\n\n\
    \  \n\n**Heightened (6th)**  Your battle form is Large and your attacks have 10-foot\
    \ reach. You must have space to expand or the spell is lost. You instead gain\
    \ AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus\
    \ of +13, and Acrobatics or Athletics +23.  \n\n**Heightened (7th)**  Your battle\
    \ form is Huge and your attacks have 15-foot reach. You must have space to expand\
    \ or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP,\
    \ an attack modifier of +25, a damage bonus of +11, double the number of damage\
    \ dice (including persistent damage), and Acrobatics or Athletics +25."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Elemental Form
  req: null
  source:
  - abbr: CRB
    page_start: 335
    page_stop: 335
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: null
  area: 100-foot burst
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You create a false image that fools any attempts to scry on an area. Any
    scrying spell sees, hears, smells, and otherwise detects whatever you wish within
    the area, rather than what is actually in the area. You can Sustain the Spell
    each round to change the illusion as you desire, including playing out a complex
    scene. If the scrying spell is of a higher level than false vision, the scryer
    can attempt a Perception check to disbelieve the illusion, though even if they're
    successful, they can't learn what's truly going on in the area.
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 5
  name: False Vision
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Illusion
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "The target consistently detects one thing as another, can't detect something\
    \ that's there, or detects something that's not there, though it doesn't alter\
    \ their beliefs. You choose which of these effects applies, and you determine\
    \ the specifics of the hallucination. For example, you could make the target see\
    \ all elves as humans, be unable to detect the presence of their brother, see\
    \ their beloved pocket watch on their person even when it isn't, or see a tower\
    \ in the center of town. The target can attempt an initial Will save, with effects\
    \ below. They also receive a Will save to disbelieve the hallucination every time\
    \ they Seek or directly interact with the hallucination. For example, the target\
    \ could attempt to disbelieve the hallucination each time they interacted with\
    \ an elf, bumped into their brother accidentally, tried to check their pocket\
    \ watch, or studied the tower. The target can attempt to disbelieve with a large\
    \ circumstance bonus in situations determined by the GM, such as if the target\
    \ attempted to climb the nonexistent tower.  \n\n**Critical Success**  The creature\
    \ is unaffected.  \n\n**Success**  The creature perceives what you chose until\
    \ it disbelieves, but it knows what the hallucination is.  \n\n**Failure**  The\
    \ creature perceives what you chose until it disbelieves.  \n\n**Critical Failure**\
    \  The creature perceives what you chose until it disbelieves, and it trusts its\
    \ false senses, taking a -4 circumstance penalty to saves to disbelieve.  \n\n\
    **Heightened (6th)**  Choose to either target up to 10 creatures or change the\
    \ spell's duration to until the next time you make your daily preparations.  \n\
    \n**Heightened (8th)**  Choose to either target any number of creatures or change\
    \ the spell's duration to unlimited."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 5
  name: Hallucination
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  area: 30-foot burst
  cast: 10 minutes (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "You form an imaginary scene that includes up to 10 discrete creatures or\
    \ objects of various sizes, all of which must be within the spell's area. These\
    \ elements generate appropriate sounds and smells, and they feel right to the\
    \ touch. Elements of an illusory scene are incapable of speech. Unlike with the\
    \ illusory creature spell, creatures in your scene lack combat abilities and statistics.\
    \ Your scene doesn't include changes to the environment around it, though you\
    \ can place your scene within the illusory environment of a hallucinatory terrain\
    \ spell. When you create the scene, you can choose to have it be static or follow\
    \ a program. Though a static scene is stationary, it includes basic natural movement.\
    \ For example, wind blowing on an illusory piece of paper would rustle it. A program\
    \ can be up to 1 minute long and repeats when finished. For instance, you could\
    \ create a scene of two orcs fighting each other, and the fight would go the same\
    \ way for each repetition. If you create a loop, the two fighters end up in the\
    \ same place at the start of the scene and at the end of it, but you can smooth\
    \ the program so it's hard to tell when the loop ends and begins. Anyone observing\
    \ the scene for more than a few minutes almost always notices it looping. You're\
    \ unable to alter the program after you create the illusion. Any creature that\
    \ touches any part of the image or uses the Seek action to examine it can attempt\
    \ to disbelieve your illusion. If they interact with a portion of the illusion,\
    \ they disbelieve only that portion. They disbelieve the entire scene only on\
    \ a critical success.  \n\n**Heightened (6th)**  Creatures or objects in your\
    \ scene can speak. You must speak the specific lines for each actor when creating\
    \ your program. The spell disguises your voice for each actor.  \n\n**Heightened\
    \ (8th)**  As the 6th-level version, and the duration is unlimited."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 5
  name: Illusory Scene
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 345
    page_stop: 345
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Auditory
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You afflict the target with the curse of the roiling, unforgiving sea. The\
    \ target must attempt a Will save.  \n\n**Critical Success**  The target is unaffected.\
    \  \n\n**Success**  The target becomes sickened 1. Reducing its sickened condition\
    \ to 0 ends the curse.  \n\n**Failure**  The target becomes sickened 1 and can't\
    \ reduce its sickened condition below 1 while the curse remains. The curse can\
    \ be lifted by remove curse or similar magic. Whenever the target is sickened\
    \ and on the water at least a mile from shore, it is also slowed 1.  \n\n**Critical\
    \ Failure**  As failure, but the target becomes sickened 2."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Mariner's Curse
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 350
    page_stop: 350
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Attack
  - Curse
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You cast your thoughts through a creature's mind, sifting for information.\
    \ You access the target's memories and knowledge unless it fends you off with\
    \ a Will save.  \n\n**Success**  The target is unaffected.  \n\n**Failure**  Each\
    \ round of the spell's duration, you can Sustain the Spell to ask a different\
    \ question and attempt to uncover the answer. For each question, the target can\
    \ attempt a Deception check against your spell DC; if the target succeeds, you\
    \ don't learn the answer, and on a critical success, the target gives you a false\
    \ answer that you believe is truthful Once you've asked the target a given question,\
    \ asking it again, even with a separate casting of mind probe, produces the same\
    \ result.  \n\n**Critical Failure**  As failure, and the target takes a -4 circumstance\
    \ penalty to Deception checks against your questions."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Mind Probe
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 351
    page_stop: 351
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Divination
  - Linguistic
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 5-foot-wide, 10-foot-tall, 10-foot deep section of wooden, plaster, or stone
    wall
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You create a visible tunnel through the wall in the chosen area, replacing\
    \ the area with empty space. If the wall is thicker than 10 feet, the tunnel ends\
    \ 10 feet in. Even a small layer of metal in the wall prevents this spell from\
    \ functioning. This spell doesn't reduce the integrity of the structure. When\
    \ the spell ends, anyone inside the tunnel is shunted to the nearest exit.  \n\
    \n**Heightened (7th)**  The tunnel can be up to 20 feet deep. The areas of the\
    \ wall that contain your tunnel's entrance appear completely normal (unless viewed\
    \ with true seeing or a similar effect), despite the tunnel's existence. The tunnel's\
    \ entrance functions as a solid wall, but you can specify a password or a trigger\
    \ (page 305), allowing creatures to enter the tunnel freely."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 5
  name: Passwall
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 356
    page_stop: 356
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Uncommon
  - Conjuration
  - Earth
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You create an invisible, floating eye, 1 inch in diameter, at a location
    you can see within 500 feet. It sees in all directions with your normal visual
    senses and continuously transmits what it sees to you. The first time you Sustain
    the Spell each round, you can either move the eye up to 30 feet, seeing only things
    in front of the eye, or move it up to 10 feet, seeing everything in all directions
    around it. There is no limit to how far from you the eye can move, but the spell
    ends immediately if you and the eye ever cease to be on the same plane of existence.
    You can attempt Seek actions through the eye if you want to attempt Perception
    checks with it. Any damage dealt to the eye destroys it and ends the spell.
  duration: sustained
  has_been_manually_proofread: false
  level: 5
  name: Prying Eye
  range: see text
  req: null
  source:
  - abbr: CRB
    page_start: 361
    page_stop: 361
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Divination
  - Scrying
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You send the creature a mental message of 25 words or fewer, and it can respond
    immediately with its own message of 25 words or fewer.
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Sending
  range: planetary
  req: null
  source:
  - abbr: CRB
    page_start: 367
    page_stop: 367
  targets: 1 creature with whom you are familiar
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Divination
  - Mental
  trigger: null
  type: Spell
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: Exchanging material energy with that of the Shadow Plane, you transform the
    triggering spell into a partially illusory version of itself. Attempt to counteract
    the target spell. If the attempt is successful, any creatures that would be damaged
    by the spell instead take only half as much damage, but the spell otherwise works
    as normal. Treat shadow siphon's counteract level as 2 higher for this attempt.
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Shadow Siphon
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 368
    page_stop: 368
  targets: the triggering spell
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Shadow
  trigger: A spell or magical effect deals damage
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You access the Shadow Plane, using its warped nature to spread your travels.
    The targets enter the edge of the Shadow Plane where it borders the Material Plane.
    Targets can't see the Material Plane while on the Shadow Plane (although elements
    of that plane can sometimes be a hazy reflection of the Material Plane). While
    on the Shadow Plane, the targets are exposed to potential encounters with that
    plane's denizens. The shadows on the border between the planes bend space, speeding
    up your movement with respect to the Material Plane. Every 3 minutes the targets
    travel along this border, they move as far as they would through the Material
    Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although
    this affects only that target. The shadow bending is inexact, so when the spell
    ends, the targets appear roughly 1 mile from their intended location on the Material
    Plane (though those who are traveling together and Dismiss the spell at the same
    point on the Plane of Shadow appear together).
  duration: 8 hours
  has_been_manually_proofread: false
  level: 5
  name: Shadow Walk
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 368
    page_stop: 368
  targets: you and up to 9 willing creatures touched
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Conjuration
  - Shadow
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You implant a subconscious suggestion deep within the target's mind for\
    \ them to follow when a trigger you specify occurs (as described on page 305).\
    \ You suggest a course of action to the target. Your directive must be phrased\
    \ in such a way as to seem like a logical course of action to the target, and\
    \ it can't be self-destructive or obviously against the target's self-interest.\
    \ The target must attempt a Will save.  \n\n**Critical Success**  The target is\
    \ unaffected and knows you tried to control it.  \n\n**Success**  The target is\
    \ unaffected and thinks you were talking to them normally, not casting a spell\
    \ on them.  \n\n**Failure**  The suggestion remains in the target's subconscious\
    \ until the next time you prepare. If the trigger occurs before then, the target\
    \ immediately follows your suggestion. The effect has a duration of 1 minute,\
    \ or until the target has completed a finite suggestion or the suggestion becomes\
    \ self-destructive or has other obvious negative effects.  \n\n**Critical Failure**\
    \  As failure, but the duration is 1 hour.  \n\n**Heightened (9th)**  You can\
    \ target up to 10 creatures."
  duration: varies
  has_been_manually_proofread: false
  level: 5
  name: Subconscious Suggestion
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 374
    page_stop: 374
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Linguistic
  - Mental
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a dragon to fight for you. This works like summon animal, except\
    \ you summon a common creature that has the dragon trait and whose level is 5\
    \ or lower.  \n\n**Heightened (6th)**  Level 7  \n\n**Heightened (7th)**  Level\
    \ 9  \n\n**Heightened (8th)**  Level 11  \n\n**Heightened (9th)**  Level 13  \n\
    \n**Heightened (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Summon Dragon
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Arcane
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You move the target up to 20 feet, potentially suspending it in midair. When
    you Sustain the Spell, you can do so again, or you can choose a different eligible
    target to move.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Telekinetic Haul
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: 1 object of up to 80 Bulk with no dimension longer than 20 feet
  traditions:
  - Arcane
  - Occult
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: The targets can communicate telepathically with any or all of the other targets
    from any point on the same planet.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 5
  name: Telepathic Bond
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: you and up to 4 willing creatures touched
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Divination
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target can understand all words regardless of language and also speak\
    \ the languages of other creatures. When in a mixed group of creatures, each time\
    \ the target speaks, it can choose a creature and speak in a language that creature\
    \ understands, even if the target doesn't know what language that is.  \n\n**Heightened\
    \ (7th)**  The duration is 8 hours."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 5
  name: Tongues
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 378
    page_stop: 378
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Uncommon
  - Divination
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You sculpt a barrier of ice that blocks sight and, once shattered, freezes\
    \ foes. You create either a 1-foot-thick wall of ice in a straight line up to\
    \ 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it\
    \ must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot\
    \ radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish,\
    \ the wall can be of a smaller length, height, or radius. You must create the\
    \ wall in an unbroken open space so its edges don't pass through any creatures\
    \ or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall\
    \ has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits,\
    \ cold damage, and precision damage. A section also has weakness to fire 15; a\
    \ section of the wall destroyed by fire melts, evaporating into water and steam.\
    \ A section destroyed by means other than fire leaves behind a chilling mass of\
    \ ice that is difficult terrain and deals 2d6 cold damage to any creature passing\
    \ through it.  \n\n**Heightened (+2)**  The Hit Points of each section of the\
    \ wall increase by 10, and the cold damage dealt to creatures crossing a destroyed\
    \ section increases by 1d6."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Wall of Ice
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 382
    page_stop: 382
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Cold
  - Evocation
  - Water
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You shape a wall of solid stone. You create a 1-inch-thick wall of stone\
    \ up to 120 feet long, and 20 feet high. You can shape the wall's path, placing\
    \ each 5 feet of the wall on the border between squares. The wall doesn't need\
    \ to stand vertically, so you can use it to form a bridge or set of stairs, for\
    \ example. You must conjure the wall in an unbroken open space so its edges don't\
    \ pass through any creatures or objects, or the spell is lost. Each 5-foot-by-5-foot\
    \ section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune\
    \ to critical hits and precision damage. A destroyed section of the wall can be\
    \ moved through, but the rubble created from it is difficult terrain.  \n\n**Heightened\
    \ (+2)**  The Hit Points of each section of the wall increase by 15."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Wall of Stone
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 383
    page_stop: 383
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Conjuration
  - Earth
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You transform the target creature into a harmless animal appropriate to\
    \ the area, with effects based on its Fortitude save.  \n\n**Critical Success**\
    \  The target is unaffected.  \n\n**Success**  The target's body gains minor features\
    \ of the harmless animal. Its insides churn as they partially transform, causing\
    \ it to be sickened 1. When it recovers from the sickened condition, its features\
    \ revert to normal.  \n\n**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.  \n\n**Critical\
    \ Failure**  The target is transformed into the chosen harmless animal, body and\
    \ mind, for an unlimited duration."
  duration: varies
  has_been_manually_proofread: false
  level: 6
  name: Baleful Polymorph
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 320
    page_stop: 320
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Incapacitation
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity\
    \ damage. The target must attempt a basic Reflex save. The electricity arcs to\
    \ another creature within 30 feet of the first target, jumps to another creature\
    \ within 30 feet of that target, and so on. You can end the chain at any point.\
    \ You can't target the same creature more than once, and you must have line of\
    \ effect to all targets. Roll the damage only once, and apply it to each target\
    \ (halving or doubling as appropriate for its saving throw outcome). The chain\
    \ ends if any one of the targets critically succeeds at its save.  \n\n**Heightened\
    \ (+1)**  The damage increases by 1d12."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Chain Lightning
  range: 500 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 322
    page_stop: 322
  targets: 1 creature, plus any number of additional creatures
  traditions:
  - Arcane
  - Primal
  traits:
  - Electricity
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You teleport the targets to new positions within the area. The creatures\
    \ must each be able to fit in their new space, and their positions must be unoccupied,\
    \ entirely within the area, and in your line of sight. Unwilling creatures can\
    \ attempt a Will save.  \n\n**Critical Success**  The target can teleport if it\
    \ wants, but it chooses the destination within range.  \n\n**Success**  The target\
    \ is unaffected.  \n\n**Failure**  You teleport the target and choose its destination.\
    \  \n\n**Heightened (+1)**  The number of targets increases by 1."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Collective Transposition
  req: null
  source:
  - abbr: CRB
    page_start: 324
    page_stop: 324
  targets: up to 2 creatures
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You fire a green ray at your target. Make a spell attack. You deal 12d10\
    \ damage, and the target must attempt a basic Fortitude save. On a critical hit,\
    \ treat the save result as one degree worse. A creature reduced to 0 HP is reduced\
    \ to fine powder; its gear remains. An object you hit is destroyed (no save),\
    \ regardless of Hardness, unless it's an artifact or similarly hard to destroy.\
    \ A single casting can destroy no more than a 10-foot cube of matter. This automatically\
    \ destroys any force construct, such as a wall of force.  \n\n**Heightened (+1)**\
    \  The damage increases by 2d10."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Disintegrate
  range: 120 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 330
    page_stop: 330
  targets: 1 creature or unattended object
  traditions:
  - Arcane
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You take command of the target, forcing it to obey your orders. If you issue\
    \ an obviously self-destructive order, the target doesn't act until you issue\
    \ a new order. The effect depends on its Will save.  \n\n**Critical Success**\
    \  The target is unaffected.  \n\n**Success**  The target is stunned 1 as it fights\
    \ off your commands.  \n\n**Failure**  The target follows your orders but can\
    \ attempt a Will save at the end of each of its turns. On a success, the spell\
    \ ends.  \n\n**Critical Failure**  As a failure, but the target receives a new\
    \ save only if you give it a new order that is against its nature, such as killing\
    \ its allies.  \n\n**Heightened (10th)**  The duration is unlimited."
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 6
  name: Dominate
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 332
    page_stop: 332
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Calling upon powerful transformative magic, you gain a Large dragon battle\
    \ form. You must have space to expand or the spell is lost. When you cast this\
    \ spell, choose one type of chromatic or metallic dragon. While in this form,\
    \ you gain the dragon trait. You have hands in this battle form and can take manipulate\
    \ actions. You can Dismiss the spell.  \n\nYou gain the following statistics and\
    \ abilities regardless of which battle form you choose:  \n\n * AC = 18 + your\
    \ level.\n\n * Ignore your armor's check penalty and Speed reduction.\n\n * 10\
    \ temporary Hit Points.\n\n * Speed 40 feet, fly Speed 100 feet.\n\n * Resistance\
    \ 10 against the damage type of your breath weapon (see below).\n\n * Darkvision\
    \ and imprecise scent 60 feet.\n\n * One or more unarmed melee attacks specific\
    \ to the battle form you choose, which are the only attacks you can use. You're\
    \ trained with them. Your attack modifier is +22, and your damage bonus is +6.\
    \ These attacks are Strength based (for the purpose of the enfeebled condition,\
    \ for example). If your unarmed attack modifier is higher, you can use it instead.\
    \ See below for more on these attacks.\n\n * Athletics modifier of +23, unless\
    \ your own modifier is higher.\n\n * **Breath Weapon** |2| (arcane, evocation)\
    \ The shape, damage, and damage type of your breath weapon depend on your specific\
    \ dragon form (see below). A creature in the area attempts a basic save against\
    \ your spell DC. This is a Reflex save unless stated otherwise in the special\
    \ ability description for your specific dragon form. Once activated, your breath\
    \ weapon can't be used again for 1d4 rounds. Your breath weapon has the trait\
    \ corresponding to the type of damage it deals.\n\n  \n\nYou also gain specific\
    \ abilities based on the type of dragon you choose:\n\n * **Black** swim Speed\
    \ 60 feet; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 acid; **Melee**\
    \ |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet),\
    \ **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage**\
    \ 3d8 piercing; **breath weapon** 60-foot line, 11d6 acid.\n\n * **Blue** burrow\
    \ Speed 20 feet; **Melee** |1| jaws, **Damage** 2d10 piercing plus 1d12 electricity;\
    \ **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach\
    \ 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet),\
    \ **Damage** 3d8 piercing; **breath weapon** 80-foot line, 6d12 electricity.\n\
    \n * **Brass** burrow Speed 20 feet; **Melee** |1| jaws, **Damage** 3d8 piercing\
    \ plus 2d4 fire; **Melee** |1| claw (agile), 3d10 slashing; **Melee** |1| tail\
    \ (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| spikes (reach 10\
    \ feet), **Damage** 3d8 piercing; **breath weapon** 60-foot line, 15d4 fire.\n\
    \n * **Bronze** swim Speed 40 feet; **Melee** |1| jaws, **Damage** 2d10 piercing\
    \ plus 1d12 electricity; **Melee** |1| claw (agile), **Damage** 3d10 slashing;\
    \ **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1|\
    \ wing (reach 10 feet), **Damage** 3d8 slashing; **breath weapon** 80-foot line,\
    \ 6d12 electricity.\n\n * **Copper** climb Speed 25 feet on stone only; **Melee**\
    \ |1| jaws, **Damage** 2d12 piercing plus 2d6 acid; **Melee** |1| claw (agile),\
    \ **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10\
    \ bludgeoning; **Melee** |1| wing (reach 10 feet), **Damage** 3d8 bludgeoning;\
    \ **breath weapon** 60-foot line, 10d6 acid.\n\n * **Gold** swim Speed 40 feet;\
    \ **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 fire; **Melee** |1| claw\
    \ (agile), **Damage** 4d6 slashing; **Melee** |1| tail (reach 10 feet), **Damage**\
    \ 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage** 3d8 piercing;\
    \ **breath weapon** 30-foot cone, 6d10 fire.\n\n * **Green** swim Speed 40 feet,\
    \ ignores difficult terrain from non-magical foliage; **Melee** |1| jaws, **Damage**\
    \ 2d12 piercing plus 2d6 poison; **Melee** |1| claw (agile), **Damage** 3d10 slashing;\
    \ **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1|\
    \ horns (reach 10 feet), **Damage** 3d8 piercing; **breath weapon** 30-foot cone,\
    \ 10d6 poison (Fortitude save instead of Reflex).\n\n * **Red** ignore concealed\
    \ from smoke; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 fire; **Melee**\
    \ |1| claw (agile), **Damage** 4d6 slashing; **Melee** |1| tail (reach 10 feet),\
    \ **Damage** 3d10 bludgeoning; **Melee** |1| w i ng (reach 10 feet), **Damage**\
    \ 3d8 bludgeoning; **breath weapon** 30-foot cone, 10d6 fire.\n\n * **Silver**\
    \ walk on clouds; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 cold;\
    \ **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach\
    \ 10), **Damage** 3d10 bludgeoning; **breath weapon** 30-foot cone, 8d8 cold.\n\
    \n * **White** climb Speed 25 feet on ice only; **Melee** |1| jaws, **Damage**\
    \ 3d6 piercing plus 2d6 cold; **Melee** |1| claw (agile), **Damage** 3d10 slashing;\
    \ **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **breath weapon**\
    \ 30-foot cone, 10d6 cold.\n\n  \n\n**Heightened (8th)**  Your battle form is\
    \ Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have\
    \ 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead\
    \ gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage\
    \ bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Dragon Form
  req: null
  source:
  - abbr: CRB
    page_start: 332
    page_stop: 332
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You drastically reduce the target's mental faculties. The target must attempt\
    \ a Will save.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target is stupefied 2 for 1 round.  \n\n**Failure**  The target is stupefied\
    \ 4 with an unlimited duration.  \n\n**Critical Failure**  The target is stupefied\
    \ 4 with an unlimited duration."
  duration: varies
  has_been_manually_proofread: false
  level: 6
  name: Feeblemind
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Curse
  - Emotion
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You try to turn the target's flesh into stone. The target must attempt a\
    \ Fortitude save.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target is slowed 1 for 1 round.  \n\n**Failure**  The target is slowed\
    \ 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing\
    \ save has the incapacitation trait. On a failed save, the slowed condition increases\
    \ by 1 (or 2 on a critical failure). A successful save reduces the slowed condition\
    \ by 1. When a creature is unable to act due to the slowed condition from flesh\
    \ to stone, the creature is petrified permanently. The spell ends if the creature\
    \ is petrified or the slowed condition is removed.  \n\n**Critical Failure** \
    \ As failure, but the target is initially slowed 2."
  duration: varies
  has_been_manually_proofread: false
  level: 6
  name: Flesh to Stone
  range: 120 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: 1 creature made of flesh
  traditions:
  - Arcane
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You turn yourself invisible and create an illusory duplicate of yourself.
    When you Sustain the Spell, you can mentally dictate a course of action for your
    duplicate to follow that round. Your duplicate acts as though it had your full
    number of actions, though it can't actually affect anything in the environment.
    Both the duplicate and your invisibility persist for the spell's duration. Performing
    a hostile action doesn't end mislead's invisibility, just like a 4th-level invisibility
    spell. A creature that determines the duplicate is an illusion doesn't necessarily
    know you're invisible, and one that can see your invisible form doesn't necessarily
    know your duplicate is an illusion. If you Cast a Spell, attack, or otherwise
    interact with another creature, as a part of that action you can attempt a Deception
    check against observers' Perception DCs to convince them your duplicate used that
    action. This doesn't fool anyone who's aware your duplicate is an illusion, nor
    does it work if the attack obviously couldn't have come from the duplicate. For
    instance, if you fired a ray, you could make it look like it came from the duplicate
    as long as the duplicate was positioned appropriately, but if you attacked with
    a sword and your duplicate was across the room from the target, your Deception
    check would automatically fail.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Mislead
  req: null
  source:
  - abbr: CRB
    page_start: 352
    page_stop: 352
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A vision of apocalyptic destruction fills the mind of each creature in the\
    \ area. The vision deals 11d6 mental damage (basic Will save). On a critical failure,\
    \ the creature must also succeed at a Reflex save or believe it's trapped (stuck\
    \ in a fissure, adrift at sea, or some other fate in keeping with its vision).\
    \ If it fails the second save, it's also stunned for 1 minute. It can attempt\
    \ a new Will save at the end of each of its turns, and on a success, it disbelieves\
    \ the illusion and recovers from the stunned condition.  \n\n**Heightened (+1)**\
    \  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Phantasmal Calamity
  range: 500 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 357
    page_stop: 357
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You replicate the attack of a deadly purple worm. You deal 6d6 piercing\
    \ damage to the touched creature and afflict it with purple worm venom. The target\
    \ must attempt a Fortitude save.  \n\n**Purple Worm Venom**  (poison) **Level**\
    \ 11 **Maximum Duration** 6 rounds\n\n * **Stage 1** 3d6 poison damage and enfeebled\
    \ 2 (1 round)\n\n * **Stage 2** 4d6 poison damage and enfeebled 2 (1 round)\n\n\
    \ * **Stage 3** 6d6 poison damage and enfeebled 2 (1 round).\n\n  \n\n**Critical\
    \ Success** The target is unaffected.  \n\n**Success** The target takes 3d6 poison\
    \ damage.  \n\n**Failure** The target is afflicted with purple worm venom at stage\
    \ 1.  \n\n**Critical Failure** The target is afflicted with purple worm venom\
    \ at stage 2."
  duration: null
  has_been_manually_proofread: false
  level: '6'
  name: Purple Worm Sting
  range: touch
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 362
    page_stop: 362
  targets: 1 creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Necromancy
  - Poison
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You manifest an aura that prevents creatures from approaching you. When\
    \ casting the spell, you can make the area any radius you choose, up to 40 feet.\
    \ A creature must attempt a Will save if it's within the area when you cast the\
    \ spell or as soon as it enters the area while the spell is in effect. Once a\
    \ creature has attempted the save, it uses the same result for that casting of\
    \ repulsion. Any restrictions on a creature's movement apply only if it voluntarily\
    \ moves toward you. For example, if you move closer to a creature, it doesn't\
    \ then need to move away.  \n\n**Critical Success**  The creature's movement is\
    \ not restricted.  \n\n**Success**  The creature treats each square in the area\
    \ as difficult terrain when moving closer to you.  \n\n**Failure**  The creature\
    \ can't move closer to you within the area."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Repulsion
  range: emanation up to 40 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Abjuration
  - Aura
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You magically spy on a creature of your choice. Scrying works like clairvoyance,\
    \ except that the image you receive is less precise, insuficient for teleport\
    \ and similar spells. Instead of creating an eye in a set location within 500\
    \ feet, you instead create an eye that manifests just above the target. You can\
    \ choose a target either by name or by touching one of its possessions or a piece\
    \ of its body. If you haven't met the target in person, scrying's DC is 2 lower,\
    \ and if you are unaware of the target's identity (perhaps because you found an\
    \ unknown creature's fang at a crime scene), the DC is instead 10 lower. The effect\
    \ of scrying depends on the target's Will save.  \n\n**Critical Success**  The\
    \ spell fails and the target is temporarily immune for 1 week. The target also\
    \ gains a glimpse of you and learns its rough distance and direction from you.\
    \  \n\n**Success**  The spell fails and the target is temporarily immune for 1\
    \ day.  \n\n**Failure**  The spell succeeds.  \n\n**Critical Failure**  The spell\
    \ succeeds, and the eye follows the target if it moves, traveling up to 60 feet\
    \ per round."
  duration: sustained up to 10 minutes
  has_been_manually_proofread: false
  level: 6
  name: Scrying
  range: planetary
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 367
    page_stop: 367
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Divination
  - Scrying
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You cause any spells cast on the target to spill out their energy in harmful\
    \ surges. The target must attempt a Will save.  \n\n**Critical Success**  The\
    \ target is unaffected.  \n\n**Success**  Whenever the target becomes affected\
    \ by a spell with a duration, the target takes 2d12 persistent force damage. Each\
    \ time it takes persistent force damage from spellwrack, it reduces the remaining\
    \ duration of spells affecting it by 1 round. Only a successful Arcana check against\
    \ your spell DC can help the target recover from the persistent damage; the curse\
    \ and the persistent damage end after 1 minute.  \n\n**Failure**  As success,\
    \ but the curse and persistent damage do not end on their own.  \n\n**Critical\
    \ Failure**  As failure, but the persistent force damage is 4d12."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Spellwrack
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 371
    page_stop: 371
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Abjuration
  - Curse
  - Force
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You and the targets are instantly transported to any location within range,\
    \ as long as you can identify the location precisely both by its position relative\
    \ to your starting position and by its appearance (or other identifying features).\
    \ Incorrect knowledge of the location's appearance usually causes the spell to\
    \ fail, but it could instead lead to teleporting to an unwanted location or some\
    \ other unusual mishap determined by the GM. Teleport is not precise over great\
    \ distances. The targets appear at a distance from the intended destination equal\
    \ to roughly 1 percent of the total distance traveled, in a direction determined\
    \ by the GM. For short journeys, this lack of precision is irrelevant, but for\
    \ long distances this could be up to 1 mile.  \n\n**Heightened (7th)**  You and\
    \ the other targets can travel to any location within 1,000 miles.  \n\n**Heightened\
    \ (8th)**  You and the other targets can travel to any location on the same planet.\
    \ If you travel more than 1,000 miles, you arrive only 10 miles off target.  \n\
    \n**Heightened (9th)**  You and the other targets can travel to any location on\
    \ another planet within the same solar system. Assuming you have accurate knowledge\
    \ of the location's position and appearance, you arrive on the new planet 100\
    \ miles off target.  \n\n**Heightened (10th)**  As the 9th-level version, but\
    \ you and the other targets can travel to any planet within the same galaxy."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Teleport
  range: 100 miles
  req: null
  source:
  - abbr: CRB
    page_start: 378
    page_stop: 378
  targets: you and up to 4 targets touched, either willing creatures or objects roughly
    the size of a creature.
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Conjuration
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You see things within 60 feet as they actually are. The GM rolls a secret
    counteract check against any illusion or transmutation in the area, but only for
    the purpose of determining whether you see through it (for instance, if the check
    succeeds against a polymorph spell, you can see the creature's true form, but
    you don't end the polymorph spell).
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 6
  name: True Seeing
  req: null
  source:
  - abbr: CRB
    page_start: 378
    page_stop: 378
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Divination
  - Revelation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You draw in the blood and life force of other creatures through your outstretched\
    \ arms. You deal 12d6 negative damage to living creatures in the area. You gain\
    \ temporary Hit Points equal to half the damage a single creature takes from this\
    \ spell; calculate these temporary Hit Points using the creature that took the\
    \ most damage. You lose any remaining temporary Hit Points after 1 minute.  \n\
    \n**Heightened (+1)**  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Vampiric Exsanguination
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 380
    page_stop: 380
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Death
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot burst
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "You create a pattern of lights that pulses with intensity. Creatures are\
    \ dazzled while inside the pattern. In addition, a creature must attempt a Will\
    \ saving throw if it's inside the pattern when you cast it, enters the pattern,\
    \ ends its turn within the pattern, or uses a Seek or Interact action on the pattern.\
    \ A creature currently blinded by the pattern doesn't need to attempt new saving\
    \ throws.  \n\n**Success**  The creature is unaffected.  \n\n**Failure**  The\
    \ creature is blinded by the pattern. If it exits the pattern, it can attempt\
    \ a new save to recover from the blinded condition at the end of each of its turns,\
    \ to a maximum duration of 1 minute.  \n\n**Critical Failure**  The creature is\
    \ blinded for 1 minute."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Vibrant Pattern
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 381
    page_stop: 381
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Incapacitation
  - Visual
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You form an invisible wall of pure magical force up to 50 feet long and\
    \ up to 20 feet high. The wall has no discernible thickness. You must create the\
    \ wall in an unbroken open space so its edges don't pass through any creatures\
    \ or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit\
    \ Points, and it's immune to critical hits and precision damage. The wall blocks\
    \ physical effects from passing through it, and because it's made of force, it\
    \ blocks incorporeal and ethereal creatures as well. Teleportation effects can\
    \ pass through the barrier, as can visual effects (since the wall is invisible).\
    \ Wall of force is immune to counteracting effects of its level or lower, but\
    \ the wall is automatically destroyed by a disintegrate spell of any level or\
    \ by contact with a rod of cancellation or sphere of annihilation.  \n\n**Heightened\
    \ (+2)**  The Hit Points of the wall increases by 20."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Wall of Force
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 382
    page_stop: 382
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Evocation
  - Force
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You prepare a spell that will trigger later. While casting contingency,\
    \ you also cast another spell of 4th level or lower with a casting time of no\
    \ more than 3 actions. This companion spell must be one that can affect you. You\
    \ must make any decisions for the spell when you cast contingency, such as choosing\
    \ a damage type for resist energy. During the casting, choose a trigger under\
    \ which the spell will be cast, using the same restrictions as for the trigger\
    \ of a Ready action. Once contingency is cast, you can cause the companion spell\
    \ to come into effect as a reaction with that trigger. It affects only you, even\
    \ if it would affect more creatures. If you define complicated conditions, as\
    \ determined by the GM, the trigger might fail. If you cast contingency again,\
    \ the newer casting supersedes the older.  \n\n**Heightened (8th)**  You can choose\
    \ a spell of 5th level or lower.  \n\n**Heightened (9th)**  You can choose a spell\
    \ of 6th level or lower.  \n\n**Heightened (10th)**  You can choose a spell of\
    \ 7th level or lower."
  duration: 24 hours
  has_been_manually_proofread: false
  level: 7
  name: Contingency
  req: null
  source:
  - abbr: CRB
    page_start: 326
    page_stop: 326
  targets: null
  traditions:
  - Arcane
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You create a shimmering barrier that attempts to counteract teleportation
    effects and planar travel into or out of the area, including items that allow
    access to extradimensional spaces (such as a bag of holding). Dimensional lock
    tries to counteract any attempt to summon a creature into the area but doesn't
    stop the creature from departing when the summoning ends.
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Dimensional Lock
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 329
    page_stop: 329
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You try to create a temporary duplicate of an enemy to fight on your behalf.\
    \ The target can attempt a Fortitude save to disrupt the spell. The duplicate\
    \ appears in an unoccupied space adjacent to the target and has the target's attack\
    \ modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it\
    \ has only 70 Hit Points and lacks the target's special abilities, including immunities,\
    \ resistances, and weaknesses. It has no magic items except weapon potency runes.\
    \ The duplicate gains the minion trait, and it can only Stride and Strike. Its\
    \ Strikes deal the target's normal damage but don't apply added effects, since\
    \ it doesn't have special abilities. The spell automatically ends if the duplicate's\
    \ Hit Points drop to 0. The duplicate attacks your enemies to the best of its\
    \ abilities. You can also try to give it additional instructions; when you Sustain\
    \ the Spell, you can also Command a Minion as part of your action, but the GM\
    \ determines whether the duplicate follows your command. The duplicate is unstable,\
    \ so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a\
    \ living creature, and it can never regain its lost Hit Points in any way.  \n\
    \n**Critical Success**  You fail to create a duplicate.  \n\n**Success**  The\
    \ duplicate deals half damage with its Strikes and the duration is reduced to\
    \ a maximum of 2 rounds.  \n\n**Failure**  The duplicate works as described. \
    \ \n\n**Heightened (+1)**  The level of creature you can target increases by 2.\
    \ The duplicate has 10 more HP."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Duplicate Foe
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 334
    page_stop: 334
  targets: 1 enemy of level 15 or lower
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A globe of freezing darkness explodes in the area, dealing 8d10 cold damage\
    \ to creatures and objects in the area, plus 8d4 additional negative damage to\
    \ living creatures. Creatures and objects in the area must attempt a Reflex save.\
    \ If the globe overlaps with an area of magical light or affects a creature affected\
    \ by magical light, eclipse burst attempts to counteract the light effect.  \n\
    \n**Critical Success**  The creature or object is unaffected.  \n\n**Success**\
    \  The creature or object takes half damage.  \n\n**Failure**  The creature or\
    \ object takes full damage.  \n\n**Critical Failure**  The creature or object\
    \ takes double damage. If it's a creature, it becomes blinded by the darkness\
    \ for an unlimited duration.  \n\n**Heightened (+1)**  The cold damage increases\
    \ by 1d10 and the negative damage against the living increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Eclipse Burst
  range: 500 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 334
    page_stop: 334
  targets: null
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Cold
  - Darkness
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You protect the target with a powerful, long-lasting energy barrier. The\
    \ target gains resistance 5 to acid, cold, electricity, fire, force, negative,\
    \ positive, and sonic damage.  \n\n**Heightened (9th)**  The resistances increase\
    \ to 10."
  duration: 24 hours
  has_been_manually_proofread: false
  level: 7
  name: Energy Aegis
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 335
    page_stop: 335
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You become living flame, giving you fire immunity, resistance 10 to precision\
    \ damage, and weakness 5 to cold and to water. Any creature that touches you or\
    \ damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire\
    \ damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire\
    \ spells deal one additional die of fire damage (of the same damage die the spell\
    \ uses). You can cast produce flame as an innate spell; the casting is reduced\
    \ from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't\
    \ need to breathe.  \n\n**Heightened (9th)**  Creatures touching you take 4d6\
    \ fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage,\
    \ and you have a fly Speed of 60 feet."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Fiery Body
  req: null
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Fire
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You conjure an extradimensional demiplane consisting of a spacious dwelling
    with a single entrance. The entrance connects to the plane where you Cast the
    Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical
    rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast
    the spell. Once inside, you can shut the entrance, making it invisible. You and
    the creatures you designated can reopen the door at will, just like opening a
    physical door. Inside, the demiplane appears to be a mansion featuring a magnificent
    foyer and numerous opulent chambers. The mansion can have any floor plan you imagine
    as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep,
    and 30 feet tall. While the entrance to the mansion is closed, effects from outside
    the mansion fail to penetrate it, and vice versa, except for plane shift, which
    can be used to enter the mansion. You can use scrying magic and similar effects
    to observe the outside only if they're capable of crossing planes. A staff of
    up to 24 servants attends to anyone within the mansion. These are like the servant
    created by the unseen servant spell, though they're visible, with an appearance
    you determine during casting. The mansion is stocked with enough food to serve
    a nine-course banquet to 150 people.
  duration: 24 hours
  has_been_manually_proofread: false
  level: 7
  name: Magnificent Mansion
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 349
    page_stop: 349
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  - Extradimensional
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target appears to be a gruesome and terrifying creature. The effect\
    \ is unique to each observer, so a human viewing the target might see a demon\
    \ with bloody fangs, but a demon observing the target might see a glowing angelic\
    \ visage. When any creature attempts a hostile action against the target, the\
    \ creature must attempt a Will save. It is then temporarily immune until the end\
    \ of its next turn.  \n\n**Success**  The creature is unaffected.  \n\n**Failure**\
    \  The creature becomes frightened 2 before using its action.  \n\n**Critical\
    \ Failure**  The creature becomes frightened 2, and its action fails and is wasted.\
    \  \n\n**Heightened (8th)**  You can target up to 5 creatures. If a creature uses\
    \ a hostile action or reaction that affects multiple targets simultaneously, it\
    \ needs to attempt only one save against mask of terror."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Mask of Terror
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 350
    page_stop: 350
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  - Primal
  traits:
  - Emotion
  - Fear
  - Illusion
  - Mental
  - Visual
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (focus, material, somatic, verbal)
  components:
  - Focus
  - Material
  - Somatic
  - Verbal
  descr: You and your allies traverse the barriers between planes of existence. The
    targets move to another plane, such as the Plane of Fire, the Shadow Plane, or
    the Abyss. You must have specific knowledge of the destination plane and use a
    magic tuning fork created from material from that plane as a focus for the spell.
    While the tuning forks for most prominent planes are uncommon, just like the spell
    plane shift, more obscure planes and demiplanes often have rare tuning forks.
    The spell is highly imprecise, and you appear 1d20x25 miles from the last place
    one of the targets (of your choice) was located the last time that target traveled
    to the plane. If it's the first time traveling to a particular plane for all targets,
    you appear at a random location on the plane. Plane shift doesn't provide a means
    of return travel, though casting plane shift again allows you to return to your
    previous plane unless there are extenuating circumstances.
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Plane Shift
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 357
    page_stop: 357
  targets: 1 willing creature, or up to 8 willing creatures joining hands
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Uncommon
  - Conjuration
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You utter an arcane word of power that can make the target blinded upon\
    \ hearing it. Once targeted, the target is then temporarily immune for 10 minutes.\
    \ The effect of the spell depends on the target's level.   \n\n**11th or Lower**\
    \  The target is blinded permanently.   \n\n**12th-13th**  The target is blinded\
    \ for 1d4 minutes.   \n\n**14th or Higher**  The target is dazzled for 1 minute.\
    \  \n\n**Heightened (+1)**  The levels at which each outcome applies increase\
    \ by 2."
  duration: varies
  has_been_manually_proofread: false
  level: 7
  name: Power Word Blind
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 358
    page_stop: 358
  targets: 1 creature
  traditions:
  - Arcane
  traits:
  - Uncommon
  - Auditory
  - Enchantment
  - Mental
  trigger: NULl
  type: Spell
- action_abbr: '2'
  area: 30-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: 'A spray of rainbow light beams cascades from your open hand. Each creature
    in the area must roll 1d8 on the table below to see which beam affects it, then
    attempt a saving throw of the indicated type. The table notes any additional traits
    that apply to each type of ray. If a creature is struck by multiple beams, it
    uses the same d20 result for all its saving throws. For all rays, a successful
    saving throw negates the effect for that creature.Prismatic Spray 1d8ColorSaveEffects
    (Traits) 1RedReflex50 fire damage (fire) 2OrangeReflex60 acid damage (acid) 3YellowReflex70
    electricity damage (electricity) 4GreenFortitude30 poison damage and enfeebled
    1 for 1 minute (poison) 5BlueFortitudeAffected as if by flesh to stone 6IndigoWillConfused,
    as the warp mind spell (mental) 7VioletWillSlowed for 1 minute; if a critical
    failure, sent to another plane, as plane shift (teleportation) 8Potent beam-Affected
    by two beams - roll twice, rerolling any duplicates or results of 8 '
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Prismatic Spray
  req: null
  source:
  - abbr: CRB
    page_start: 360
    page_stop: 360
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Evocation
  - Light
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You project an illusory image of yourself. You must stay within range of\
    \ the image, and if at any point you can't see the image, the spell ends. Whenever\
    \ you Cast a Spell other than one whose area is an emanation, you can cause the\
    \ spell effect to originate from either yourself or the image. Because the image\
    \ is an illusion, it can't benefit from spells, though visual manifestations of\
    \ the spell appear. The image has the same AC and saves as you. If it is hit by\
    \ an attack or fails a save, the spell ends.  \n\n**Heightened (+2)**  The maximum\
    \ duration you can Sustain the Spell increases to 10 minutes."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Project Image
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 360
    page_stop: 360
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Mental
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 20-foot radius, 40-foot-tall cylinder
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You reverse gravity in the area. Creatures and objects that aren't secured
    to the ground immediately fall upward to the top of the area. A creature might
    be able to Grab an Edge to arrest its fall if it falls past an appropriate surface.
    If a creature falls against a solid object (such as a ceiling), it takes the appropriate
    amount of falling damage and lands on the surface. Once an object or creature
    reaches the top of the area, it floats, caught between the normal and reversed
    gravity. The creature can move along the plane where the two forms of gravity
    meet. Creatures that can levitate or fly can use those abilities to mitigate the
    effects of reverse gravity.When reverse gravity ends, all creatures and objects
    caught in the area fall back down. Likewise, anything that moves beyond the spell's
    area is subjected to normal gravity again.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Reverse Gravity
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 365
    page_stop: 365
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: This abjuration reflects spells cast at you back at their caster. When a
    spell targets you, you can spend a reaction to attempt to reflect it. This uses
    the rules for counteracting the spell, but if the spell is successfully counteracted,
    the effect is turned back on the caster. Whether or not the counteract attempt
    is successful, spell turning then ends. Spell turning can't affect spells that
    aren't targeted (such as area spells). If spell turning reflects a spell back
    at a caster who is also under the effect of spell turning, their spell turning
    can attempt to reflect their own spell back at you again; if they do so, their
    counteract attempt automatically succeeds.
  duration: 1 hour
  has_been_manually_proofread: false
  level: 7
  name: Spell Turning
  req: null
  source:
  - abbr: CRB
    page_start: 371
    page_stop: 371
  targets: null
  traditions:
  - Arcane
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You delve into the possible futures of the next few seconds to understand
    all the ways your target might avoid harm, then cast out a vision of that future
    to those around you. On the first attack roll made against the target during true
    target's duration, the attacker rolls twice and uses the better result. The attacker
    also ignores circumstance penalties to the attack roll and any flat check required
    due to the target being concealed or hidden.
  duration: until the start of your next turn
  has_been_manually_proofread: false
  level: 7
  name: True Target
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 379
    page_stop: 379
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Divination
  - Fortune
  - Prediction
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You scramble a creature's mental faculties and sensory input. The target\
    \ must attempt a Will saving throw. Regardless of the result of that save, the\
    \ target is then temporarily immune for 10 minutes. Warp mind's effects happen\
    \ instantly, so dispel magic and other effects that counteract spells can't counteract\
    \ them. However, alter reality, miracle, primal phenomenon, restoration, or wish\
    \ can still counteract the effects.  \n\n**Critical Success**  The target is unaffected.\
    \  \n\n**Success**  The target spends the first action on its next turn with the\
    \ confused condition.  \n\n**Failure**  The target is confused for 1 minute. \
    \ \n\n**Critical Failure**  The target is confused permanently."
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Warp Mind
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 383
    page_stop: 383
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Emotion
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 10-foot emanation
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You repel all magic from the target area, preventing spells and other magic
    from functioning. Spells can't penetrate the area, magic items cease to function
    within it, and no one inside can cast spells or use magic abilities. Likewise,
    spells- such as dispel magic-can't affect the field itself unless they are of
    a higher level. Magic effects resume the moment they pass outside the field. For
    example, a ray fired from one side of the field could target a creature on the
    other side (as long as caster and target are both outside the field). A summoned
    creature winks out of existence but reappears if the field moves or ends. Invested
    magic items cease to function, but they remain invested and resume functioning
    when they exit the field; the ability boost from an apex item isn't suppressed
    within the field. Spells of a higher level than the antimagic field overcome its
    effects, and can even be cast by a creature within the field. The field disrupts
    only magic, so a +3 longsword still functions as a longsword. Magically created
    creatures (such as golems) function normally within an antimagic field.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 8
  name: Antimagic Field
  req: null
  source:
  - abbr: CRB
    page_start: 318
    page_stop: 318
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Rare
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: You shroud a creature from others' senses. The target becomes undetected,
    not just to sight but to all senses, allowing the target to count as invisible
    no matter what precise and imprecise senses an observer might have. It's still
    possible for a creature to find the target by Seeking, looking for disturbed dust,
    hearing gaps in the sound spectrum, or finding some other way to discover the
    presence of an otherwise-undetectable creature.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 8
  name: Disappearance
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 330
    page_stop: 330
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You learn the name of the target's exact location (including the building,
    community, and country) and plane of existence. You can target a creature only
    if you've seen it in person, have one of its significant belongings, or have a
    piece of its body. To target an object, you must have touched it or have a fragment
    of it. Discern location automatically overcomes protections against detection
    and divination of lower level than this spell, even if they would normally have
    a chance to block it.
  duration: null
  has_been_manually_proofread: false
  level: 8
  name: Discern Location
  range: unlimited
  req: null
  source:
  - abbr: CRB
    page_start: 330
    page_stop: 330
  targets: 1 creature or object
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Uncommon
  - Detection
  - Divination
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: When you Cast this Spell, any targets-including you-can choose to immediately
    fall asleep. The spell ends for any creatures that don't choose to fall asleep.
    Sleepers join a shared dream, where they can communicate with one another as though
    they were in the same room. Individual targets leave this shared dream upon awakening,
    and if all the targets awaken, the spell ends.
  duration: 1 hour
  has_been_manually_proofread: false
  level: 8
  name: Dream Council
  range: planetary
  req: null
  source:
  - abbr: CRB
    page_start: 333
    page_stop: 333
  targets: up to 12 creatures you know by name and have met in person
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Mental
  - Sleep
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shake the ground, topple creatures into fissures, and collapse structures.\
    \ The GM might add additional effects in certain areas. Cliffs might collapse,\
    \ causing creatures to fall, or a lake might drain as fissures open up below its\
    \ surface, leaving a morass of quicksand. Shaking Ground The ground is difficult\
    \ terrain, and creatures on it take a -2 circumstance penalty to attack rolls,\
    \ AC, and skill checks. Fissures Each creature on the ground must attempt 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 their sides require\
    \ DC 15 Athletics to Climb. Collapse Structures and ceilings might collapse. The\
    \ GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average\
    \ structure and most natural formations, DC 9 for a shoddy structure, all adjusted\
    \ higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage;\
    \ each creature caught in a collapse must attempt a Reflex save to avoid it. \
    \ \n\n**Critical Success**  The creature takes half the collapse damage.  \n\n\
    **Success**  The creature takes half the collapse damage and falls prone.  \n\n\
    **Failure**  The creature takes the full collapse damage and falls prone.  \n\n\
    **Critical Failure**  The creature takes the full collapse damage and falls into\
    \ a fissure.  \n\n**Heightened (10th)**  You create a massive earthquake that\
    \ can devastate a settlement. The range increases to half a mile and the area\
    \ to a quarter-mile burst."
  duration: 1 round
  has_been_manually_proofread: false
  level: 8
  name: Earthquake
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 334
    page_stop: 334
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Earth
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You pull the moisture from the targets' bodies, dealing 10d10 negative damage.\
    \ Creatures made of water (such as water elementals) and plant creatures use the\
    \ outcome for one degree of success worse than the result of their saving throw.\
    \ Creatures whose bodies contain no significant moisture (such as earth elementals)\
    \ are immune to horrid wilting.  \n\n**Heightened (+1)**  The damage increases\
    \ by 1d10."
  duration: null
  has_been_manually_proofread: false
  level: 8
  name: Horrid Wilting
  range: 500 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 344
    page_stop: 344
  targets: any number of living creatures
  traditions:
  - Arcane
  - Primal
  traits:
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You transport the target into an extradimensional maze of eldritch origin\
    \ and trap it there. Once each turn, the target can spend 1 action to attempt\
    \ a Survival check or Perception check against your spell DC to escape the maze.\
    \ The possible outcomes are as follows.Teleportation magic doesn't help the creature\
    \ escape unless the magic can transport across planes, such as plane shift. When\
    \ the spell ends, either because the target escaped or the duration ran out, the\
    \ target returns to the space it occupied when it was banished, or to the nearest\
    \ space if the original is now filled.  \n\n**Critical Success**  The target escapes\
    \ and the spell ends.  \n\n**Success**  The target escapes and the spell ends.\
    \  \n\n**Failure**  The target makes no progress toward escape.  \n\n**Critical\
    \ Failure**  The target makes no progress toward escape, and if it was on the\
    \ right path, it no longer is."
  duration: sustained
  has_been_manually_proofread: false
  level: 8
  name: Maze
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 350
    page_stop: 350
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  - Extradimensional
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Powerful wards hide a creature from divination magic. The target gains a
    +4 status bonus to saves against mental effects. Mind blank attempts to counteract
    any detection, revelation, and scrying effects as if its spell level were 1 higher
    than its actual level. On a success, the divination effect functions normally
    except that it detects nothing about the target and its possessions. For instance,
    detect magic would still detect other magic in the area, but not any magic on
    the target.
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 8
  name: Mind Blank
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 351
    page_stop: 351
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You transform into the shape of a legendary monster, assuming a Huge battle\
    \ form. You must have enough space to expand into or the spell is lost. When you\
    \ cast this spell, choose phoenix, purple worm, or sea serpent. While in this\
    \ form, you gain the beast trait (for phoenix) or the animal trait (for purple\
    \ worm or sea serpent). You can Dismiss the spell. You gain the following statistics\
    \ and abilities regardless of which battle form you choose:  \n\n * AC = 20 +\
    \ your level. Ignore your armor's check penalty and Speed reduction.\n\n * 20\
    \ temporary Hit Points.\n\n * Darkvision.\n\n * One or more unarmed melee attacks\
    \ specific to the battle form you choose, which are the only attacks you can use.\
    \ You're trained with them. Your attack modifier is +28, and you use the listed\
    \ damage. These attacks are Strength based (for the purpose of the enfeebled condition,\
    \ for example). If your unarmed attack modifier is higher, you can use it instead.\n\
    \n * Athletics modifier of +30, unless your own modifier is higher.\n\n  \n\n\
    You also gain specific abilities based on the type of monster you choose:\n\n\
    \ * **Phoenix** Speed 30 feet, fly Speed 90 feet; **Melee** |1| beak (reach 15\
    \ feet), **Damage** 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; **Melee**\
    \ |1| talon (agile, reach 15 feet), **Damage** 2d8+12 slashing; **Shroud of Flame**\
    \ (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends\
    \ out from you. A creature that enters or ends its turn within the aura takes\
    \ 2d6 fire damage. A creature can take this damage only once per turn. You can\
    \ use a single action, which has the concentrate trait, to activate or deactivate\
    \ this aura.\n\n * **Purple Worm** Speed 40 feet, burrow Speed 30 feet, swim Speed\
    \ 20 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d12+20 piercing; **Melee**\
    \ |1| stinger (agile, reach 10 feet), **Damage** 2d8+15 piercing plus 2d6 persistent\
    \ poison; **Melee** |1| body (reach 10 feet) **Damage** 2d8+20 bludgeoning; **Inexorable**\
    \ You automatically recover from the paralyzed, slowed, and stunned conditions\
    \ at the end of each of your turns. You're also immune to being immobilized and\
    \ ignore difficult terrain and greater difficult terrain.\n\n * **Sea Serpent**\
    \ Speed 20 feet, swim Speed 90 feet; **Melee** |1| jaws (reach 15 feet), **Damage**\
    \ 2d12+20 piercing; **Melee** |1| tail (reach 25 feet), **Damage** 2d8+20 bludgeoning;\
    \ **Spine Rake** |2| (move) You extend your spines and Swim or Stride. Each creature\
    \ you're adjacent to at any point during your movement takes 4d8+10 slashing damage\
    \ (basic Reflex against your spell DC).\n\n  \n\n**Heightened (9th)**  You instead\
    \ gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage\
    \ by one damage die, and Athletics +33."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 8
  name: Monstrosity Form
  req: null
  source:
  - abbr: CRB
    page_start: 353
    page_stop: 353
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You fire a blue-white ray of freezing air and swirling sleet from your finger\
    \ that can chill your target to the bones. You must succeed at a spell attack\
    \ roll to affect the target, which then takes 10d8 cold damage and is drained\
    \ 2.  \n\n**Heightened (+1)**  The damage increases by 2d8."
  duration: null
  has_been_manually_proofread: false
  level: 8
  name: Polar Ray
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 358
    page_stop: 358
  targets: 1 creature or object
  traditions:
  - Arcane
  - Primal
  traits:
  - Cold
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You stun the target with an arcane word of power. Once targeted, the target\
    \ is then temporarily immune for 10 minutes. The effect of the spell depends on\
    \ the target's level. 13th or Lower The target is stunned for 1d6 rounds. 14th-15th\
    \ The target is stunned for 1 round. 16th or Higher The target is stunned 1. \
    \ \n\n**Heightened (+1)**  The levels at which each outcome applies increase by\
    \ 2."
  duration: varies
  has_been_manually_proofread: false
  level: 8
  name: Power Word Stun
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 359
    page_stop: 359
  targets: 1 creature
  traditions:
  - Arcane
  traits:
  - Uncommon
  - Auditory
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You create an opaque wall of shimmering, multicolored light. The wall is
    straight and vertical, stretching 60 feet long and 30 feet high. You must form
    the wall in an unbroken open space so its edges don't pass through any creatures
    or objects, or the spell is lost. You can pass through the wall and ignore its
    effects. The wall sheds bright light out to 20 feet on each side (and dim light
    to the next 20 feet). Creatures other than you that come into the wall's light
    must attempt a Will save; they're dazzled for 1 round on a success, blinded for
    1 round on a failure, and blinded for 1 minute on a critical failure. They are
    then temporarily immune to the blinding effect for 1 hour. A prismatic wall has
    seven different layers, each a different color. Red, orange, yellow, and green
    have the effect of a 5th-level chromatic wall (page 323) spell of that color,
    and the others have the effect of a 7th-level chromatic wall spell of that color.
    A creature that tries to pass through the wall must attempt a saving throw against
    each component wall. The effects take place simultaneously, so a creature turned
    to stone by the blue wall is still treated as a creature for the indigo and violet
    walls. The wall as a whole is immune to counteracting effects of the wall's level
    or lower; each color must be counteracted by its specific spell, as described
    in chromatic wall. This must be done in order (red, orange, yellow, green, blue,
    indigo, then violet). A given color can't be affected until the previous color
    is counteracted. Counteracting a color wall removes that color's effect from the
    wall, and counteracting them all ends prismatic wall. You can Dismiss the spell.
  duration: 1 hour
  has_been_manually_proofread: false
  level: 8
  name: Prismatic Wall
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 360
    page_stop: 360
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Abjuration
  - Light
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "A field of cascading, ever-changing colors manifests in the air. Creatures\
    \ are dazzled while inside the pattern, as are those within 20 feet of the pattern's\
    \ area. A creature must attempt a Will save if it is inside the pattern when you\
    \ cast it, enters the pattern, ends its turn within the pattern, or uses a Seek\
    \ or Interact action on the pattern. A creature currently affected by the pattern\
    \ doesn't need to attempt new saves.  \n\n**Success**  The creature is unaffected.\
    \  \n\n**Failure**  The creature is confused for 1d4 rounds.  \n\n**Critical Failure**\
    \  The creature is stunned for 1d4 rounds. After the stunned condition ends, the\
    \ creature is confused for the remaining duration of the spell."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 8
  name: Scintillating Pattern
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 367
    page_stop: 367
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Illusion
  - Incapacitation
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target is overcome with an all-consuming urge to dance. For the duration\
    \ of the spell, the target is flat-footed and can't use reactions. While affected,\
    \ the creature can't use actions with the move trait except to dance, using the\
    \ Stride action to move up to half its Speed.  \n\n**Critical Success**  The target\
    \ is unaffected.  \n\n**Success**  The spell's duration is 3 rounds, and the target\
    \ must spend at least 1 action each turn dancing.  \n\n**Failure**  The spell's\
    \ duration is 1 minute, and the target must spend at least 2 actions each turn\
    \ dancing.  \n\n**Critical Failure**  The spell's duration is 1 minute, and the\
    \ target must spend all its actions each turn dancing."
  duration: varies
  has_been_manually_proofread: false
  level: 8
  name: Uncontrollable Dance
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 379
    page_stop: 379
  targets: 1 creature
  traditions:
  - Arcane
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "This spell grants perfect sight based on scrying, allowing several willing\
    \ targets to track the exact movements or position of one creature or object.\
    \ Choose one target creature or object in the area to be tracked. It becomes the\
    \ sensor for the spell. Up to five willing creatures of your choice in the area\
    \ can see a ghostly image of this creature or object when it's out of their sight.\
    \ They can perceive the creature or object perfectly, allowing them to ignore\
    \ the concealed or invisible condition, though physical barriers still provide\
    \ cover. The tracking creatures can see the tracked creature or object through\
    \ all barriers other than lead or running water, which block their vision. Distance\
    \ doesn't matter, though the creature or object might move so far away it becomes\
    \ too small to perceive. The tracking creatures don't see any of the environment\
    \ around the target, though they do see any gear a creature is wearing or holding,\
    \ and they can tell if it removes objects from its person. If the target to be\
    \ tracked is willing, the duration is 1 hour. If you try to track an unwilling\
    \ creature, the target must attempt a Will save.  \n\n**Critical Success**  The\
    \ creature or object is unaffected.  \n\n**Success**  As described, and the duration\
    \ is 1 minute.  \n\n**Failure**  As described, and the duration is 1 hour."
  duration: varies
  has_been_manually_proofread: false
  level: 8
  name: Unrelenting Observation
  range: 100 feet
  req: null
  source:
  - abbr: CRB
    page_start: 379
    page_stop: 379
  targets: 1 creature or object tracked and up to 5 other willing creatures
  traditions:
  - Arcane
  - Occult
  traits:
  - Divination
  - Scrying
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Crackling energy disjoins the target. You attempt to counteract it (page
    458). If you succeed, it's deactivated for 1 week. On a critical success, it's
    destroyed. If it's an artifact or similar item, you automatically fail.
  duration: null
  has_been_manually_proofread: false
  level: 9
  name: Disjunction
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 330
    page_stop: 330
  targets: 1 magic item
  traditions:
  - Arcane
  - Primal
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You gain a sixth sense that warns you of danger that might befall the target\
    \ of the spell. If you choose a creature other than yourself as the target, you\
    \ create a psychic link through which you can inform the target of danger. This\
    \ link is a mental effect. Due to the amount of information this spell requires\
    \ you to process, you can't have more than one foresight spell in effect at a\
    \ time. Casting foresight again ends the previous foresight. While foresight is\
    \ in effect, the target gains a +2 status bonus to initiative rolls and isn't\
    \ flat-footed against undetected creatures or when flanked. In addition, you gain\
    \ the following reaction.   \n\n**Foresight**"
  duration: 1 hour
  effect: ' If the hostile creature or danger forces the target to roll dice (a saving
    throw, for example), the target rolls twice and uses the higher result, and this
    spell gains the fortune trait. But if the hostile creature or danger is rolling
    against the target (an attack roll or skill check, for example), that hostile
    creature or danger rolls twice and uses the lower result, and this spell gains
    the misfortune trait.'
  has_been_manually_proofread: false
  level: 9
  name: Foresight
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 340
    page_stop: 340
  targets: 1 creature
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Divination
  - Mental
  - Prediction
  trigger: The target of foresight defends against a hostile creature or other danger.
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You crush the target by causing it to collapse in on itself, dealing 75\
    \ damage. Each time you Sustain the Spell, you must choose a new target to be\
    \ subject to the same effect; the same creature can never be targeted more than\
    \ once with a single casting of this spell. You also can't affect more than one\
    \ creature per turn with implosion. You can't target a creature that's incorporeal,\
    \ gaseous, or liquid, or one that otherwise lacks a solid form.  \n\n**Heightened\
    \ (+1)**  The damage increases by 10."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 9
  name: Implosion
  range: 30 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 346
    page_stop: 346
  targets: 1 corporeal creature
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot line
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You unleash a wave of necromantic energy to snuff out the life force of\
    \ those in its path. Each creature of 17th level or lower in the line must attempt\
    \ a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points,\
    \ that creature dies instantly. If massacre doesn't kill even a single creature,\
    \ the negative energy violently explodes back toward you, dealing an additional\
    \ 30 negative damage to every creature in the line (even those above 17th level)\
    \ and 30 negative damage to you.  \n\n**Critical Success**  The creature is unaffected.\
    \  \n\n**Success**  The creature takes 9d6 negative damage.  \n\n**Failure** \
    \ The creature takes 100 negative damage.  \n\n**Critical Failure**  The creature\
    \ dies.  \n\n**Heightened (10th)**  The spell can affect creatures up to 19th\
    \ level. Increase the damage to 10d6 on a success, and to 115 on a failure."
  duration: null
  has_been_manually_proofread: false
  level: 9
  name: Massacre
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 350
    page_stop: 350
  targets: null
  traditions:
  - Arcane
  - Divine
  - Primal
  traits:
  - Death
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 4 40-foot bursts
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call down four meteors that explode in a fiery blast. Each meteor deals\
    \ 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center\
    \ of its area of effect before exploding, dealing 14d6 fire damage to any creatures\
    \ in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and\
    \ a creature takes the same amount of fire damage no matter how many overlapping\
    \ explosions it's caught in. The saving throw applies to both the bludgeoning\
    \ and the fire damage.  \n\n**Heightened (+1)**  The bludgeoning damage increases\
    \ by 1d10, and the fire damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 9
  name: Meteor Swarm
  range: 500 feet
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 351
    page_stop: 351
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Evocation
  - Fire
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: "You utter the most powerful arcane word of power. Once targeted, the target\
    \ is then temporarily immune for 10 minutes. The effect of the spell depends on\
    \ the target's level. 14th or Lower The target dies instantly. 15th If the target\
    \ has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit\
    \ Points and becomes dying 1, or increases its dying condition by 1 if it's already\
    \ dying. 16th or Higher The target takes 50 damage; if this brings the target\
    \ to 0 Hit Points, the target dies instantly.  \n\n**Heightened (10th)**  The\
    \ levels at which each outcome applies increase by 2."
  duration: varies
  has_been_manually_proofread: false
  level: 9
  name: Power Word Kill
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 358
    page_stop: 358
  targets: 1 creature
  traditions:
  - Arcane
  traits:
  - Uncommon
  - Auditory
  - Death
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You create a seven-layered sphere to protect an area. This multicolored sphere
    functions like a prismatic wall but is shaped in a 10-foot burst centered on a
    corner of your space. You must form the sphere in an unbroken open space so its
    edges don't pass through any creatures or objects, or the spell is lost.
  duration: 1 hour
  has_been_manually_proofread: false
  level: 9
  name: Prismatic Sphere
  range: 10 feet
  req: null
  source:
  - abbr: CRB
    page_start: 359
    page_stop: 359
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Abjuration
  - Light
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You conjure a towering mansion up to four stories tall and up to 300 feet
    on a side. While Casting the Spell, you hold an image of the mansion and its desired
    appearance in your mind. The mansion can contain as many or as few rooms as you
    desire, and it is decorated as you imagine it. You can imagine a purpose for each
    room of the mansion, and the proper accouterments appear within. Any furniture
    or other mundane fixtures function normally for anyone inside the mansion, but
    they cease to exist if taken beyond its walls. No fixture created with this spell
    can create magical effects, but magical devices brought into the mansion function
    normally. Your mansion contains the same types and quantities of foodstuffs and
    servants as created by the magnificent mansion spell. Each of the mansion's exterior
    doorways and windows are protected by alarm spells. You choose whether each alarm
    is audible or mental as you Cast the Spell, and each has a different sound (for
    an audible alarm) or sensation (for a mental one), allowing you to instantly determine
    which portal has been used.
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 9
  name: Resplendent Mansion
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 364
    page_stop: 364
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Harnessing your mastery of transformative magic, you take on a mutable form.
    You transform yourself into any form you could choose with a polymorph spell in
    your spell repertoire or that you could prepare of 8th level or lower (including
    any 8th-level or lower heightened versions of spells you know). You choose the
    type of creature as you Cast the Spell rather than when you prepare it. You can
    change your form to any other form you could choose with this spell by using a
    single action, which has the concentrate trait. You can Dismiss this spell.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 9
  name: Shapechange
  req: null
  source:
  - abbr: CRB
    page_start: 368
    page_stop: 368
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You send the target a message of 25 words or fewer, and it can respond immediately
    with its own message of 25 words or fewer. Your message is insidious and has the
    effect of suggestion, with the message substituting for the spoken suggestion.
    On a successful save, the target is temporarily immune for 1 day, and on a critical
    success, the target is temporarily immune for 1 month. You can target a creature
    only if you have previously been in telepathic contact with it before, such as
    via the telepathy spell.
  duration: varies
  has_been_manually_proofread: false
  level: 9
  name: Telepathic Demand
  range: planetary
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: 1 creature you've telepathically contacted before
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Linguistic
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You fill the targets' minds with terrifying images of fearsome creatures,\
    \ each drawn from the targets' worst fears. Only the targets can see their assailants.\
    \ Each target takes 16d6 mental damage and must attempt a Will save.  \n\n**Critical\
    \ Success**  The target is unaffected.  \n\n**Success**  The target takes half\
    \ damage and is frightened 1.  \n\n**Failure**  The target takes full damage and\
    \ is frightened 2.  \n\n**Critical Failure**  The target is so afraid, it might\
    \ instantly die. It must attempt a Fortitude saving throw. If the target succeeds,\
    \ it takes double damage and is frightened 2, and it's also fleeing until the\
    \ end of its next turn unless it critically succeeded. If it fails, it is reduced\
    \ to 0 Hit Points and dies."
  duration: null
  has_been_manually_proofread: false
  level: 9
  name: Weird
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 385
    page_stop: 385
  targets: any number of creatures
  traditions:
  - Arcane
  - Occult
  traits:
  - Death
  - Emotion
  - Fear
  - Illusion
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You call upon the unimaginable power of world-ending cataclysms, ripping
    a small piece of each cataclysm and combining them together into one horrifically
    powerful attack. The following effects come down upon all creatures in the area.
    Treat the resistances of creatures in the area as if they were 10 lower for the
    purpose of determining the cataclysm's damage. Each creature attempts one basic
    Reflex save that applies to all six types of damage. Flesh-dissolving acid rain
    deals 3d10 acid damage. A roaring earthquake shakes and bludgeons creatures on
    the ground, dealing 3d10 bludgeoning damage. A blast of freezing wind deals 3d10
    cold damage. Incredible lightning lashes the area, dealing 3d10 electricity damage.
    Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures
    flying in the area. An instant tsunami sweeps over creatures in the area, dealing
    3d10 bludgeoning damage with the water trait (doubled for creatures swimming in
    the area). A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage.
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Cataclysm
  range: 1,000 feet
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 322
    page_stop: 322
  targets: null
  traditions:
  - Arcane
  - Primal
  traits:
  - Acid
  - Air
  - Cold
  - Earth
  - Electricity
  - Evocation
  - Fire
  - Water
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You tear open a rift to another plane, creating a portal that creatures can
    travel through in either direction. This portal is vertical and circular, with
    a radius of 40 feet. The portal appears at a location of your choice on the destination
    plane, assuming you have a clear idea of both the destination's location on the
    plane and what the destination looks like. If you attempt to create a gate into
    or out of the realm of a deity or another powerful being, that being can prevent
    the gate from forming.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 10
  name: Gate
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 340
    page_stop: 340
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  traits:
  - Uncommon
  - Conjuration
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 hour (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You fully re-create an object from nothing, even if the object was destroyed.
    To do so, you must be able to picture the object in your mind. Additionally, the
    material component must be a remnant of the item, no matter how small or insignificant
    (even a speck of dust that remains from disintegrate is enough). The spell fails
    if your imagination relied on too much guesswork; if the object would be too large
    to fit in a 5-foot cube; if the object still exists and you were simply not aware
    of it; or if the object is an artifact, has a level over 20, or has similar vast
    magical power. The item reassembles in perfect condition. Even if your mental
    image was of a damaged or weathered object, the new one is in this perfected form.
    If the object was magical, this spell typically restores its constant magical
    properties, but not any temporary ones, such as charges or one-time uses. An item
    with charges or uses per day has all of its uses expended when remade, but it
    replenishes them normally thereafter.
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Remake
  range: 5 feet
  req: null
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: null
  traditions:
  - Arcane
  - Divine
  - Occult
  - Primal
  traits:
  - Uncommon
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You temporarily stop time for everything but yourself, allowing you to use
    several actions in what appears to others to be no time at all. Immediately after
    casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each.
    After each set of actions, 1 round passes, but only for you, effects specifically
    targeting or affecting you, and effects you create during the stoppage. All other
    creatures and objects are invulnerable to your attacks, and you can't target or
    affect them with anything. Once you have finished your actions, time begins to
    flow again for the rest of the world. If you created an effect with a duration
    that extends beyond the time stop's duration, such as wall of fire, it immediately
    affects others again, but it doesn't have any of the effects that happen only
    when you first cast the spell.
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Time Stop
  req: null
  source:
  - abbr: CRB
    page_start: 378
    page_stop: 378
  targets: null
  traditions:
  - Arcane
  - Occult
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You state a wish, making your greatest desire come true. A wish spell can
    produce any one of the following effects. Duplicate any arcane spell of 9th level
    or lower. Duplicate any non-arcane spell of 7th level or lower. Produce any effect
    whose power level is in line with the above effects. Reverse certain effects that
    refer to the wish spell. The GM might allow you to try using wish to produce greater
    effects than these, but doing so might be dangerous or the spell might have only
    a partial effect.
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Wish
  req: null
  source:
  - abbr: CRB
    page_start: 385
    page_stop: 385
  targets: null
  traditions:
  - Arcane
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You lance the target with energy. You deal 1d6 positive damage plus your\
    \ spellcasting ability modifier. The target must attempt a basic Fortitude save.\
    \ If the creature critically fails the save, it is also enfeebled 1 for 1 round.\
    \  \n\n**Heightened (+1)**  The damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Disrupt Undead
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 331
    page_stop: 331
  targets: 1 undead creature
  traditions:
  - Divine
  - Primal
  traits:
  - Cantrip
  - Necromancy
  - Positive
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You unleash a beam of divine energy. Choose an alignment your deity has\
    \ (chaotic, evil, good, or lawful). You can't cast this spell if you don't have\
    \ a deity or if your deity is true neutral. Make a ranged spell attack roll against\
    \ the target's AC. On a hit, the target takes damage of the chosen alignment type\
    \ equal to 1d4 + your spellcasting ability modifier (double damage on a critical\
    \ hit). The spell gains the trait of the alignment you chose.  \n\n**Heightened\
    \ (+1)**  The damage increases by 1d4."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Divine Lance
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 331
    page_stop: 331
  targets: 1 creature
  traditions:
  - Divine
  traits:
  - Attack
  - Cantrip
  - Evocation
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You ward an ally against the attacks and hostile spells from the target\
    \ enemy. The target ally gains a +1 status bonus to Armor Class and saving throws\
    \ against the target enemy's attacks, spells, and other effects.  \n\n**Heightened\
    \ (6th)**  The status bonus increases to +2."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Forbidding Ward
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: 1 ally and 1 enemy
  traditions:
  - Divine
  - Occult
  traits:
  - Abjuration
  - Cantrip
  trigger: null
  type: Cantrip
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You ask for divine guidance, granting the target a +1 status bonus to one
    attack roll, Perception check, saving throw, or skill check the target attempts
    before the duration ends. The target chooses which roll to use the bonus on before
    rolling. If the target uses the bonus, the spell ends. Either way, the target
    is then temporarily immune for 1 hour.
  duration: until the start of your next turn
  has_been_manually_proofread: false
  level: 1
  name: Guidance
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Cantrip
  - Divination
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "In your mind's eye, you see a path northward. You immediately know which\
    \ direction is north (if it exists at your current location).  \n\n**Heightened\
    \ (7th)**  You can instead know the direction to a familiar location, such as\
    \ a previous home or a favorite tavern."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Know Direction
  req: null
  source:
  - abbr: CRB
    page_start: 348
    page_stop: 348
  targets: null
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Cantrip
  - Detection
  - Divination
  trigger: null
  type: Cantrip
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Positive energy shuts death's door. The target loses the dying condition,
    though it remains unconscious at 0 Hit Points.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Stabilize
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 373
    page_stop: 373
  targets: 1 dying creature
  traditions:
  - Divine
  - Primal
  traits:
  - Cantrip
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Cantrip
- action_abbr: '2'
  area: 5-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You fill the minds of your enemies with doubt. Targets that fail their Will
    saves take a -1 status penalty to attack rolls as long as they are in the area.
    Once per turn, starting the turn after you cast bane, you can use a single action,
    which has the concentrate trait, to increase the emanation's radius by 5 feet
    and force enemies in the area that weren't yet affected to attempt another saving
    throw. Bane can counteract bless.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Bane
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 320
    page_stop: 320
  targets: enemies in the area
  traditions:
  - Divine
  - Occult
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 5-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Blessings from beyond help your companions strike true. You and your allies
    in the area gain a +1 status bonus to attack rolls. Once per turn, starting the
    turn after you cast bless, you can use a single action, which has the concentrate
    trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Bless
  req: null
  source:
  - abbr: CRB
    page_start: 321
    page_stop: 321
  targets: you and allies in the area
  traditions:
  - Divine
  - Occult
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or\
    \ lawful. You detect auras of that alignment. You receive no information beyond\
    \ presence or absence. You can choose not to detect creatures or effects you're\
    \ aware have that alignment. Only creatures of 6th level or higher-unless divine\
    \ spellcasters, undead, or beings from the Outer Sphere-have alignment auras.\
    \  \n\n**Heightened (2nd)**  You learn each aura's location and strength."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Detect Alignment
  req: null
  source:
  - abbr: CRB
    page_start: 328
    page_stop: 328
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Detection
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You detect whether a creature is venomous or poisonous, or if an object\
    \ is poison or has been poisoned. You do not ascertain whether the target is poisonous\
    \ in multiple ways, nor do you learn the type or types of poison. Certain substances,\
    \ like lead and alcohol, are poisons and so mask other poisons.  \n\n**Heightened\
    \ (2nd)**  You learn the number and types of poison."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Detect Poison
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 328
    page_stop: 328
  targets: 1 object or creature
  traditions:
  - Divine
  - Primal
  traits:
  - Uncommon
  - Detection
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You infuse weapons with positive energy. Attacks with these weapons deal\
    \ an extra 1d4 positive damage to undead.  \n\n**Heightened (3rd)**  The damage\
    \ increases to 2d4 damage.  \n\n**Heightened (5th)**  Target up to three weapons,\
    \ and the damage increases to 3d4 damage."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Disrupting Weapons
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 331
    page_stop: 331
  targets: up to two weapons, each of which must be wielded by you or a willing ally,
    or else unattended
  traditions:
  - Divine
  traits:
  - Necromancy
  - Positive
  trigger: null
  type: Spell
- action_abbr:
  - '1'
  - '3'
  cast: to
  components: null
  descr: "You channel negative energy to harm the living or heal the undead. If the\
    \ target is a living creature, you deal 1d8 negative damage to it, and it gets\
    \ a basic Fortitude save. If the target is a willing undead creature, you restore\
    \ that amount of Hit Points. The number of actions you spend when Casting this\
    \ Spell determines its targets, range, area, and other parameters.  \n\n  \n\n\
    \ |1| (somatic) The spell has a range of touch.  \n\n |2| (verbal, somatic) The\
    \ spell has a range of 30 feet. If you're healing an undead creature, increase\
    \ the Hit Points restored by 8.  \n\n |3| (material, verbal, somatic) You disperse\
    \ negative energy in a 30-foot emanation. This targets all living and undead creatures\
    \ in the area.  \n\n**Heightened (+1)**  The amount of healing or damage increases\
    \ by 1d8, and the extra healing for the 2-action version increases by 8."
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Harm
  range: varies
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 living creature or 1 willing undead creature
  traditions:
  - Divine
  traits:
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr:
  - '1'
  - '2'
  - '3'
  cast: '|1| to |3|'
  components: null
  description: "You channel positive energy to heal the living or damage the undead.\
    \ If the target is a willing living creature, you restore 1d8 Hit Points. If the\
    \ target is undead, you deal that amount of positive damage to it, and it gets\
    \ a basic Fortitude save. The number of actions you spend when Casting this Spell\
    \ determines its targets, range, area, and other parameters.  \n\n  \n\n |1| (somatic)\
    \ The spell has a range of touch.  \n\n |2| (verbal, somatic) The spell has a\
    \ range of 30 feet. If you're healing a living creature, increase the Hit Points\
    \ restored by 8.  \n\n |3| (material, somatic, verbal) You disperse positive energy\
    \ in a 30-foot emanation. This targets all living and undead creatures in the\
    \ burst.  \n\n**Heightened (+1)**  The amount of healing or damage increases by\
    \ 1d8, and the extra healing for the 2-action version increases by 8."
  duration: null
  has_been_manually_proofread: false
  heightened:
  - damagetype_name: Positive
    description: '**Heightened (+1)** The amount of healing or damage increases by
      1d8, and the extra healing for the 2-action version increases by 8.'
    formula: 1d8
    type: 1
  level: 1
  name: Heal
  range: varies
  req: null
  rolls:
  - action_abbr: '1'
    components:
    - Somatic
    damagetype_name: Positive
    dice: 1d8
    range: Touch
  - action_abbr: '2'
    components:
    - Somatic
    - Verbal
    damagetype_name: Positive
    description: If you're healing a living creature, increase the Hit Points restored
      by 8.
    dice: 1d8
    range: 30 feet
  - action_abbr: '3'
    components:
    - Material
    - Somatic
    - Verbal
    damagetype_name: Positive
    description: You disperse positive energy in a 30-foot emanation. This targets
      all living and undead creatures in the burst.
    dice: 1d8
    range: 30-foot emanation
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 willing living creature or 1 undead creature
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You ward a creature against a specified alignment. Choose chaotic, evil,
    good, or lawful when you cast this spell. The target gains a +1 status bonus to
    Armor Class and saving throws against creatures and effects of the chosen alignment.
    This bonus increases to +3 against effects from such creatures that would directly
    control the target and against attacks made by summoned creatures of the chosen
    alignment. This spell gains the trait that opposes the alignment you chose-if
    you choose chaos, this spell gains the lawful trait, and vice versa; if you choose
    evil, this spell gains the good trait, and vice versa.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Protection
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 361
    page_stop: 361
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You remove toxins and contaminations from food and drink, making them safe
    to consume. This spell doesn't prevent future contamination, natural decay, or
    spoilage. One cubic foot of liquid is roughly 8 gallons.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Purify Food and Drink
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 362
    page_stop: 362
  targets: 1 cubic foot of contaminated food or water
  traditions:
  - Divine
  - Primal
  traits:
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You ward a creature with protective energy that deters enemy attacks. Creatures\
    \ attempting to attack the target must attempt a Will save each time. If the target\
    \ uses a hostile action, the spell ends.  \n\n**Critical Success**  Sanctuary\
    \ ends.  \n\n**Success**  The creature can attempt its attack and any other attacks\
    \ against the target this turn.  \n\n**Failure**  The creature can't attack the\
    \ target and wastes the action. It can't attempt further attacks against the target\
    \ this turn.  \n\n**Critical Failure**  The creature wastes the action and can't\
    \ attempt to attack the target for the rest of sanctuary's duration."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Sanctuary
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 366
    page_stop: 366
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You form a spiritual link with another creature, allowing you to take in\
    \ its pain. When you Cast this Spell and at the start of each of your turns, if\
    \ the target is below maximum Hit Points, it regains 2 Hit Points (or the difference\
    \ between its current and maximum Hit Points, if that's lower). You lose as many\
    \ Hit Points as the target regained. This is a spiritual transfer, so no effects\
    \ apply that would increase the Hit Points the target regains or decrease the\
    \ Hit Points you lose. This transfer also ignores any temporary Hit Points you\
    \ or the target have. Since this effect doesn't involve positive or negative energy,\
    \ spirit link works even if you or the target is undead. While the duration persists,\
    \ you gain no benefit from regeneration or fast healing. You can Dismiss this\
    \ spell, and if you're ever at 0 Hit Points, spirit link ends automatically. \
    \ \n\n**Heightened (+1)**  The number of Hit Points transferred each time increases\
    \ by 2."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 1
  name: Spirit Link
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 371
    page_stop: 371
  targets: 1 willing creature
  traditions:
  - Divine
  - Occult
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: 'You gain a vague glimpse of the future. During the casting of this spell,
    ask about the results of a particular course of action. The spell can predict
    results up to 30 minutes into the future and reveals the GM''s best guess among
    the following outcomes: Weal The results will be good. Woe The results will be
    bad. Weal and Woe The results will be a mix of good and bad. Nothing There won''t
    be particularly good or bad results. The GM rolls a secret DC 6 flat check. On
    a failure, the result is always "nothing." This makes it impossible to tell whether
    a "nothing" result is accurate. If anyone asks about the same topic as the first
    casting of augury during an additional casting, the GM uses the secret roll result
    from the first casting. If circumstances change, though, it''s possible to get
    a different result.'
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Augury
  req: null
  source:
  - abbr: CRB
    page_start: 318
    page_stop: 318
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Divination
  - Prediction
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You forcibly calm creatures in the area, soothing them into a nonviolent\
    \ state; each creature must attempt a Will save.  \n\n**Critical Success**  The\
    \ creature is unaffected.  \n\n**Success**  Calming urges impose a -1 status penalty\
    \ to the creature's attack rolls.  \n\n**Failure**  Any emotion effects that would\
    \ affect the creature are suppressed and the creature can't use hostile actions.\
    \ If the target is subject to hostility from any other creature, it ceases to\
    \ be affected by calm emotions.  \n\n**Critical Failure**  As failure, but hostility\
    \ doesn't end the effect."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Calm Emotions
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 322
    page_stop: 322
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Emotion
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You snuff the life out of a creature on the brink of death. The target must\
    \ attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status\
    \ bonus to attack and damage rolls for 10 minutes.  \n\n**Critical Success** \
    \ The target is unaffected.  \n\n**Success**  The target's dying value increases\
    \ by 1.  \n\n**Failure**  The target dies."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Death Knell
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 328
    page_stop: 328
  targets: 1 living creature that has 0 HP
  traditions:
  - Divine
  - Occult
  traits:
  - Attack
  - Death
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You transform the target into delicious fare, changing water into wine or\
    \ another fine beverage or enhancing the food's taste and ingredients to make\
    \ it a gourmet treat. Prior to the transformation, the spell attempts to counteract\
    \ any poisons in the food or water. The food turns back to normal if not consumed\
    \ before the duration expires, though any poisons that were counteracted are still\
    \ gone.  \n\n**Heightened (+1)**  The number of gallons of water you can target\
    \ increases by 1, or the number of pounds of food you can target increases by\
    \ 5."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 2
  name: Enhance Victuals
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 335
    page_stop: 335
  targets: up to 1 gallon of non-magical water or up to 5 pounds of food
  traditions:
  - Divine
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: All creatures in the area when you cast the spell are limned in colorful,
    heatless fire of a color of your choice for the duration. Visible creatures can't
    be concealed while affected by faerie fire. If the creatures are invisible, they
    are concealed while affected by faerie fire, rather than being undetected.
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 2
  name: Faerie Fire
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: null
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Evocation
  - Light
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You touch the target to afflict it with ghoul fever, infesting it with hunger\
    \ and a steadily decreasing connection to positive energy; the target must attempt\
    \ a Fortitude save.  \n\n**Ghoul Fever**  (disease) **Level** 3  \n\n * **Stage\
    \ 1** carrier with no ill effects (1 day)\n\n * **Stage 2** 3d8 negative energy\
    \ damage and the creature regains half as many Hit Points from all healing (1\
    \ day)\n\n * **Stage 3** As stage 2 (1 day)\n\n * **Stage 4** 3d8 negative damage\
    \ and the creature gains no benefit from healing (1 day)\n\n * **Stage 5** As\
    \ stage 4 (1 day)\n\n * **Stage 6** The creature dies and rises as a ghoul at\
    \ the next midnight.\n\n  \n\n**Critical Success** The target is unaffected. \
    \ \n\n**Success** The target is afflicted with ghoul fever at stage 1.  \n\n**Failure**\
    \ The target is afflicted with ghoul fever at stage 2.  \n\n**Critical Failure**\
    \ The target is afflicted with ghoul fever at stage 3."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Ghoulish Cravings
  range: touch
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 341
    page_stop: 341
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  traits:
  - Attack
  - Disease
  - Evil
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "With a touch, you ease a creature's fears. You can attempt to counteract\
    \ a single fear effect that the target suffers from. This frees only the target,\
    \ not any other creatures under the fear effect.  \n\n**Heightened (6th)**  The\
    \ spell's range increases to 30 feet, and you can target up to 10 creatures."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Remove Fear
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Enchantment
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A surge of energy frees a paralyzed creature. You can attempt to counteract\
    \ a single effect imposing the paralyzed condition on the target. This does not\
    \ cure someone who is paralyzed from some natural state or effect, such as paralysis\
    \ caused by non-magical wounds or toxins.  \n\n**Heightened (6th)**  The spell's\
    \ range increases to 30 feet, and you can target up to 10 creatures."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Remove Paralysis
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "Restorative magic counters the effects of toxins or conditions that prevent\
    \ a creature from functioning at its best. When you cast restoration, choose to\
    \ either reduce a condition or lessen the effect of a toxin. A creature can benefit\
    \ from only one restoration spell each day, and it can't benefit from restoration\
    \ more than once to reduce the stage of the same exposure to a given toxin.Lessen\
    \ a Toxin Reduce the stage of one toxin the target suffers from by one stage.\
    \ This can't reduce the stage below stage 1 or cure the affliction.Reduce a Condition\
    \ Reduce the value of the target's clumsy, enfeebled, or stupefied condition by\
    \ 2. You can instead reduce two of the listed conditions by 1 each.  \n\n**Heightened\
    \ (4th)**  Add drained to the list of conditions you can reduce. When you lessen\
    \ a toxin, reduce the stage by two. You also gain a third option that allows you\
    \ to reduce the target's doomed value by 1. You can't use this to reduce a permanent\
    \ doomed condition.  \n\n**Heightened (6th)**  As the 4th-level restoration, but\
    \ you can reduce a permanent doomed condition if you add a spellcasting action\
    \ and a material component while Casting the Spell, during which you provide 100\
    \ gp worth of diamond dust as a cost."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Restoration
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 364
    page_stop: 364
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You attempt to counteract a single effect imposing the blinded or deafened\
    \ conditions on the target, restoring its vision or hearing. This can counteract\
    \ both temporary magic and permanent consequences of magic, but it doesn't cure\
    \ someone who does not have the sense due to some natural state or effect, such\
    \ as from birth or from a non-magical wound or toxin.  \n\n**Heightened (6th)**\
    \  The spell's range increases to 30 feet, and you can target up to 10 creatures.\
    \ You can choose the effect to counteract separately for each selected creature."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Restore Senses
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 364
    page_stop: 364
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You forge a temporary link between the target's life essence and your own.
    The target takes half damage from all effects that deal Hit Point damage, and
    you take the remainder of the damage. When you take damage through this link,
    you don't apply any resistances, weaknesses, or other abilities you have to that
    damage; you simply take that amount of damage. The spell ends if the target is
    ever more than 30 feet away from you. If either you or the target is reduced to
    0 Hit Points, any damage from this spell is resolved and then the spell ends.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Shield Other
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: 1 creature
  traditions:
  - Divine
  traits:
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: material, somatic
  components:
  - Material
  - Somatic
  descr: "The target makes no sound, preventing creatures from noticing it using hearing\
    \ or other senses alone. The target can't use sonic attacks, nor can it use actions\
    \ with the auditory trait. This prevents it from casting spells that include verbal\
    \ components.  \n\n**Heightened (4th)**  The spell effect emanates from the touched\
    \ creature, silencing all sound in or passing through a 10- foot radius and preventing\
    \ any auditory and sonic effects in the affected area. While within the radius,\
    \ creatures are subject to the same effects as the target. Depending upon the\
    \ position of the effect, a creature might notice the lack of sound reaching it\
    \ (blocking off the noise coming from a party, for example)."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Silence
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: 1 willing creature
  traditions:
  - Divine
  - Occult
  traits:
  - Illusion
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature\
    \ must attempt a Fortitude save.  \n\n**Critical Success**  The creature is unaffected.\
    \  \n\n**Success**  The creature takes half damage.  \n\n**Failure**  The creature\
    \ takes full damage and is deafened for 1 round.  \n\n**Critical Failure**  The\
    \ creature takes double damage and is deafened and stunned 1 for 1 minute.  \n\
    \n**Heightened (+1)**  The damage increases by 1d10."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Sound Burst
  range: 30 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Evocation
  - Sonic
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A weapon made of pure magical force materializes and attacks foes you designate\
    \ within range. This weapon has a ghostly appearance and manifests as your deity's\
    \ favored weapon. When you cast the spell, the weapon appears next to a foe you\
    \ choose within range and makes a Strike against it. Each time you Sustain the\
    \ Spell, you can move the weapon to a new target within range (if needed) and\
    \ Strike with it. The spiritual weapon uses and contributes to your multiple attack\
    \ penalty. The weapon's Strikes are melee spell attacks. Regardless of its appearance,\
    \ the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier.\
    \ You can deal damage of the type normally dealt by the weapon instead of force\
    \ damage (or any of the available damage types for a versatile weapon). No other\
    \ statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent\
    \ creatures only. Despite making a spell attack, the spiritual weapon is a weapon\
    \ for purposes of triggers, resistances, and so forth. The weapon doesn't take\
    \ up space, grant flanking, or have any other attributes a creature would. The\
    \ weapon can't make any attack other than its Strike, and feats or spells that\
    \ affect weapons do not apply to it.  \n\n**Heightened (+2)**  The weapon's damage\
    \ increases by 1d8."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Spiritual Weapon
  range: 120 feet
  req: You have a deity.
  source:
  - abbr: CRB
    page_start: 373
    page_stop: 373
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Attack
  - Evocation
  - Force
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "As long as you and the target are on the same plane of existence and both\
    \ alive, you remain aware of its present state. You know the target's direction\
    \ from you, distance from you, and any conditions affecting it.  \n\n**Heightened\
    \ (4th)**  The spell's range increases to 30 feet, and you can target up to 10\
    \ creatures."
  duration: 1 day
  has_been_manually_proofread: false
  level: 2
  name: Status
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 373
    page_stop: 373
  targets: 1 willing living creature
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Detection
  - Divination
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You shroud a creature in wards that hide its alignment. The target appears
    to be neutral to all effects that would detect its alignment.
  duration: until the next time you make your daily preparations
  has_been_manually_proofread: false
  level: 2
  name: Undetectable Alignment
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 379
    page_stop: 379
  targets: 1 creature or object
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shoot an utterly cold ray of darkness tinged with unholy energy. Make\
    \ a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6\
    \ evil damage if the target is a celestial. If the ray passes through an area\
    \ of magical light or targets a creature affected by magical light, chilling darkness\
    \ attempts to counteract the light. If you need to determine whether the ray passes\
    \ through an area of light, draw a line between yourself and the spell's target.\
    \  \n\n**Critical Success**  The target takes double damage.  \n\n**Success**\
    \  The target takes full damage.  \n\n**Heightened (+1)**  The cold damage increases\
    \ by 2d6, and the evil damage against celestials increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Chilling Darkness
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 323
    page_stop: 323
  targets: 1 creature
  traditions:
  - Divine
  traits:
  - Attack
  - Cold
  - Darkness
  - Evil
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 10-foot emanation centered on the touched creature
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You ward a creature and those nearby against a specified alignment. Choose\
    \ chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures\
    \ in the area gain a +1 status bonus to AC against attacks by creatures of the\
    \ chosen alignment and to saves against effects from such creatures. This bonus\
    \ increases to +3 against effects from such creatures that directly control the\
    \ target and attacks made by summoned creatures of the chosen alignment. Summoned\
    \ creatures of the chosen alignment can't willingly enter the area without succeeding\
    \ at a Will save; repeated attempts use the first save result.  \n\n**Heightened\
    \ (4th)**  The duration increases to 1 hour."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Circle of Protection
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 324
    page_stop: 324
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You assault the target's faith, riddling the creature with doubt and mental\
    \ turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine\
    \ spells. The effects are determined by its Will save. To many deities, casting\
    \ this spell on a follower of your own deity without significant cause is anathema.\
    \  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**  The target\
    \ takes half damage.  \n\n**Failure**  The target takes full damage; if the target\
    \ can cast divine spells, it's stupefied 1 for 1 round.  \n\n**Critical Failure**\
    \  The target takes double damage, is stupefied 1 for 1 round, and can't cast\
    \ divine spells for 1 round.  \n\n**Heightened (+1)**  The damage increases by\
    \ 2d6 (or by 2d8 if the target is a divine spellcaster)."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Crisis of Faith
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 326
    page_stop: 326
  targets: 1 creature
  traditions:
  - Divine
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You tap into the target's inner heroism, granting it a +1 status bonus to\
    \ attack rolls, Perception checks, saving throws, and skill checks.  \n\n**Heightened\
    \ (6th)**  The status bonus increases to +2.  \n\n**Heightened (9th)**  The status\
    \ bonus increases to +3."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 3
  name: Heroism
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 342
    page_stop: 342
  targets: 1 humanoid creature
  traditions:
  - Divine
  - Occult
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You pour healing magic through the target in an attempt to cure one poison
    afflicting it. Attempt a counteract check against the poison.
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Neutralize Poison
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 354
    page_stop: 354
  targets: 1 creature
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: Healing magic purges disease from a creature's body. You attempt to counteract
    one disease afflicting the target.
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Remove Disease
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: 1 creature
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  area: 30-foot burst centered on you
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  cost: 1 vial of holy water
  descr: You sanctify the area, sprinkling it with holy water and warding it against
    your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead.
    All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls,
    and saving throws against the chosen creatures.
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Sanctified Ground
  req: null
  source:
  - abbr: CRB
    page_start: 366
    page_stop: 366
  targets: null
  traditions:
  - Divine
  traits:
  - Abjuration
  - Consecration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shoot a blazing ray of light tinged with holy energy. Make a ranged\
    \ spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead,\
    \ you deal an extra 5d6 good damage. If the light passes through an area of magical\
    \ darkness or targets a creature affected by magical darkness, searing light attempts\
    \ to counteract the darkness. If you need to determine whether the light passes\
    \ through an area of darkness, draw a line between yourself and the spell's target\
    \  \n\n**Critical Success**  The target takes double fire damage, as well as double\
    \ good damage if a fiend or undead.  \n\n**Success**  The target takes full damage\
    \  \n\n**Heightened (+1)**  The fire damage increases by 2d6, and the good damage\
    \ against fiends and undead increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Searing Light
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 367
    page_stop: 367
  targets: 1 creature
  traditions:
  - Divine
  - Primal
  traits:
  - Attack
  - Evocation
  - Fire
  - Good
  - Light
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You call upon the beyond to guide your route. When you Cast this Spell, choose
    a destination; you receive an inspired route to that destination, allowing you
    and allies who travel overland with you to reduce the movement penalty from difficult
    terrain by half for the duration, as long as you don't deviate from the inspired
    route. This doesn't have any effect on movement during encounters. If you use
    this ability again before the duration is over, this effect ends and is replaced
    by that of the new route.
  duration: until your next daily preparations
  has_been_manually_proofread: false
  level: 3
  name: Wanderer's Guide
  req: null
  source:
  - abbr: CRB
    page_start: 383
    page_stop: 383
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You designate an area in which creatures are compelled to speak only truth.\
    \ Creatures within or entering the area have difficulty lying. Each potentially\
    \ affected creature must attempt a Will save when the spell is cast or when the\
    \ creature first enters the area. It uses the results of this initial save if\
    \ it leaves and reenters the area. Affected creatures are aware of this enchantment;\
    \ therefore, they can avoid answering questions to which they would normally respond\
    \ with a lie, or they can be evasive as long as they remain within the boundaries\
    \ of the truth.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target takes a -2 status penalty to Deception checks.  \n\n**Failure**\
    \  The target can't speak any deliberate and intentional lies, and it takes a\
    \ -2 status penalty to Deception checks.  \n\n**Critical Failure**  The target\
    \ can't speak any deliberate and intentional lies and takes a -4 status penalty\
    \ to Deception checks."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 3
  name: Zone of Truth
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 385
    page_stop: 385
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The target can walk on air as if it were solid ground. It can ascend and
    descend in this way at a maximum of a 45-degree angle.
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 4
  name: Air Walk
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 317
    page_stop: 317
  targets: 1 creature
  traditions:
  - Divine
  - Primal
  traits:
  - Air
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: R
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You punish a creature that transgresses against your deity, drawing upon\
    \ the anguish you feel upon seeing one of your deity's anathema committed. You\
    \ can cast this spell only when a creature actively commits a unique act of anathema.\
    \ For example, if creating undead were anathema to your deity, you could use anathematic\
    \ reprisal on a necromancer who had just created undead in front of you, but not\
    \ on an undead creature just for existing. You deal 4d6 mental damage to the target,\
    \ but a basic Will save can reduce this damage. If it fails, it is also stupefied\
    \ 1 for 1 round. The creature is then temporarily immune for 1 minute.  \n\n**Heightened\
    \ (+1)**  The damage increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Anathematic Reprisal
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 317
    page_stop: 317
  targets: the triggering creature
  traditions:
  - Divine
  traits:
  - Enchantment
  - Mental
  trigger: A creature performs an act anathema to your deity.
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You can channel the fury of your deity against foes of opposed alignment.\
    \ Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't\
    \ cast this spell if you don't have a deity or your deity is true neutral. This\
    \ spell gains the trait of the alignment you chose. You deal 4d10 damage of the\
    \ alignment you chose; each creature in the area must attempt a Fortitude save.\
    \ Creatures that match the alignment you chose are unaffected. Those that neither\
    \ match nor oppose it treat the result of their saving throw as one degree better.\
    \  \n\n**Critical Success**  The creature is unaffected.  \n\n**Success**  The\
    \ creature takes half damage.  \n\n**Failure**  The creature takes full damage\
    \ and is sickened 1.  \n\n**Critical Failure**  The creature takes full damage\
    \ and is sickened 2; while it is sickened, it is also slowed 1.  \n\n**Heightened\
    \ (+1)**  The damage increases by 1d10."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Divine Wrath
  range: 120 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 332
    page_stop: 332
  targets: null
  traditions:
  - Divine
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  cost: one vial of holy water
  descr: "You call upon sacred energy to amplify a vial of holy water, tossing it\
    \ an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning\
    \ damage to creatures in the area from the cascade of water. The water deals an\
    \ additional 6d6 positive damage to undead and 6d6 good damage to fiends.  \n\n\
    **Heightened (+1)**  The bludgeoning damage increases by 1d6, and the additional\
    \ positive and good damage each increase by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Holy Cascade
  range: 500 feet
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 344
    page_stop: 344
  targets: null
  traditions:
  - Divine
  traits:
  - Evocation
  - Good
  - Positive
  - Water
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You peek into the future. Choose a particular goal, event, or activity that
    will occur within 1 week. You learn a cryptic clue or piece of advice that could
    help with the chosen event, often in the form of a rhyme or omen.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Read Omens
  req: null
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Divination
  - Prediction
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: Your touch grants a reprieve to a cursed creature. You attempt to counteract
    one curse afflicting the target. If the curse comes from a cursed item or other
    external source, a success indicates that the target creature can rid itself of
    the cursed item, but it doesn't remove the curse from the item.
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Remove Curse
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You grant the target corpse a semblance of life, which it uses to speak\
    \ the answers to three questions posed to it. This spell calls on the physical\
    \ body's latent memories rather than summoning back the deceased's spirit, so\
    \ the corpse must be mostly intact for the spell to function. The more damage\
    \ the corpse has taken, the more inaccurate or patchwork its answers are, and\
    \ it must have a throat and mouth to speak at all. If anyone has previously cast\
    \ this spell on the corpse in the last week, the spell automatically fails. The\
    \ corpse can attempt a Will save to resist answering the questions using the statistics\
    \ of the original creature at its time of death, with the following effects. \
    \ \n\n**Critical Success**  The target can lie or refuse to answer your questions,\
    \ and the target's spirit haunts you for 24 hours, bothering you and causing you\
    \ to be unable to gain any rest for that time.  \n\n**Success**  The target can\
    \ provide false information or refuse to answer your questions.  \n\n**Failure**\
    \  The target must answer truthfully, but its answers can be brief, cryptic, and\
    \ repetitive. It can still mislead you or attempt to stall so that the spell's\
    \ duration runs out before you can ask all your questions.  \n\n**Critical Failure**\
    \  As failure, but the target's answers are more direct and less repetitive, though\
    \ still cryptic. It takes a -2 status penalty to Deception checks to deceive or\
    \ mislead you."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Talking Corpse
  range: touch
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 376
    page_stop: 376
  targets: 1 corpse
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (somatic, verbal)
  components:
  - Somatic
  - Verbal
  descr: "Vitality radiates outward from you, allowing others to supplicate and receive\
    \ healing. Once per round, either you or an ally can use an Interact action to\
    \ supplicate and lay hands upon you to regain Hit Points. Each time the beacon\
    \ heals someone, it decreases in strength. It restores 4d10 Hit Points to the\
    \ first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and\
    \ 4d4 Hit Points to the fourth, after which the spell ends. You can have only\
    \ one vital beacon active at a time.  \n\n**Heightened (+1)**  The beacon restores\
    \ one additional die of Hit Points each time it heals, using the same die size\
    \ as the others for that step."
  duration: until your next daily preparations
  has_been_manually_proofread: false
  level: 4
  name: Vital Beacon
  req: null
  source:
  - abbr: CRB
    page_start: 382
    page_stop: 382
  targets: null
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your touch afflicts the target with Abyssal plague, which siphons fragments\
    \ of their soul away to empower the Abyss. The effect is based on the target's\
    \ Fortitude save.\n\n**Abyssal Plague** (disease) **Level** 9. The target can't\
    \ recover from the drained condition from Abyssal plague until the disease is\
    \ cured.\n\n * **Stage 1** drained 1 (1 day)\n\n * **Stage 2** drained increases\
    \ by 2 (1 day).\n\n  \n\n**Critical Success** The target is unaffected.\n\n**Success**\
    \ The target takes 2 evil damage per spell level, and takes a -2 status penalty\
    \ to saves against Abyssal plague for 1 day or until the target contracts it,\
    \ whichever comes first.\n\n**Failure** The target is afflicted with Abyssal plague\
    \ at stage 1.\n\n**Critical Failure**  The target is afflicted with Abyssal plague\
    \ at stage 2."
  duration: null
  has_been_manually_proofread: true
  level: 5
  name: Abyssal Plague
  range: touch
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 316
    page_stop: 316
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  traits:
  - Attack
  - Chaotic
  - Disease
  - Evil
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: R
  cast: verbal
  components:
  - Verbal
  descr: Your blessing revives a creature at the moment of its death. You prevent
    the target from dying and restore Hit Points to the target equal to 4d8 plus your
    spellcasting ability modifier. You can't use breath of life if the triggering
    effect was disintegrate or a death effect.
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Breath of Life
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 322
    page_stop: 322
  targets: the triggering creature
  traditions:
  - Divine
  traits:
  - Healing
  - Necromancy
  - Positive
  trigger: A living creature within range would die.
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You shield a creature from the ravages of negative energy. It receives a
    +4 status bonus to saves against death and negative effects, gains negative resistance
    10, and suppresses the effects of the doomed condition.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 5
  name: Death Ward
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 328
    page_stop: 328
  targets: 1 living creature touched
  traditions:
  - Divine
  - Occult
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot radius,  40-foot-tall cylinder
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call a rain of divine fire that plummets down from above, dealing 8d6\
    \ fire damage. Because the flame is infused with divine energy, creatures in the\
    \ area apply only half their usual fire resistance. Creatures that are immune\
    \ to fire, instead of gaining the usual benefit of immunity, treat the results\
    \ of their saving throws as one degree of success better.  \n\n**Heightened (+1)**\
    \  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Flame Strike
  range: 120 feet
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: null
  traditions:
  - Divine
  traits:
  - Evocation
  - Fire
  trigger: null
  type: Spell
- action_abbr: '2'
  area: varies
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You shape the quasi-real substance of the Shadow Plane into a blast. Choose\
    \ acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic\
    \ damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot\
    \ line. The blast deals 5d8 damage of the type you chose to each creature in the\
    \ area.  \n\n**Heightened (+1)**  The damage increases by 1d8."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Shadow Blast
  range: varies
  req: null
  saving throw: basic Reflex or Will (target's choice)
  source:
  - abbr: CRB
    page_start: 367
    page_stop: 367
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Evocation
  - Shadow
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A Medium guardian made of magical force appears and attacks foes you designate\
    \ within range. The spiritual guardian is translucent and appears to be holding\
    \ your deity's favored weapon. When you Cast the Spell, the spiritual guardian\
    \ appears in an unoccupied space next to a foe of your choice within range and\
    \ makes a Strike against it. Each time you Sustain the Spell, you can move the\
    \ spiritual guardian to an unoccupied space next to a target within range (if\
    \ necessary) and make a Strike with it. The guardian uses and contributes to your\
    \ multiple attack penalty. Alternatively, when you Sustain the Spell, you can\
    \ have the guardian move adjacent to an ally and protect that ally. If you do,\
    \ each time the ally would take damage, the guardian takes the first 10 damage\
    \ instead of your ally. It continues to do so until you move the guardian to attack\
    \ an enemy or defend a different ally, or until the guardian is destroyed (it\
    \ has 50 Hit Points and can't recover Hit Points by any means). The guardian can't\
    \ usually take damage except when protecting an ally, though disintegrate automatically\
    \ destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes\
    \ are melee spell attacks. Regardless of the appearance of the guardian's weapon,\
    \ the guardian deals force damage equal to 2d8 plus your spellcasting ability\
    \ modifier, but you can deal damage of the type normally dealt by the weapon it\
    \ holds instead of force damage. No other traits or statistics of the weapon apply,\
    \ and even a ranged weapon attacks adjacent creatures only. Despite making a spell\
    \ attack, the spiritual guardian's weapon is a weapon for the purposes of triggers,\
    \ resistances, and so forth. The guardian takes up space and allies can use it\
    \ when flanking, but it doesn't have any other attributes a creature would normally\
    \ have aside from Hit Points, and creatures can move through its space without\
    \ hindrance. The guardian can't make any attack other than its Strike, and feats\
    \ or spells that affect weapons or enhance allies do not apply to the guardian.\
    \  \n\n**Heightened (+2)**  The guardian's damage increases by 1d8, and its Hit\
    \ Points increase by 20."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Spiritual Guardian
  range: 120 feet
  req: You have a deity.
  source:
  - abbr: CRB
    page_start: 373
    page_stop: 373
  targets: null
  traditions:
  - Divine
  traits:
  - Abjuration
  - Attack
  - Force
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a celestial to fight on your behalf. This works like summon\
    \ animal, except you summon a common creature that has the celestial trait and\
    \ whose level is 5 or lower. You can't summon a creature unless its alignment\
    \ is one of your deity's preferred alignments (or, if you don't have a deity,\
    \ is within one step of your alignment). At the GM's discretion, some deities\
    \ might restrict specific types of celestials, even if their alignments match.\
    \  \n\n**Heightened (6th)**  Level 7  \n\n**Heightened (7th)**  Level 9  \n\n\
    **Heightened (8th)**  Level 11  \n\n**Heightened (9th)**  Level 13  \n\n**Heightened\
    \ (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Summon Celestial
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Divine
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a fiend to fight on your behalf. This works like summon animal,\
    \ except you summon a common creature that has the fiend trait and whose level\
    \ is 5 or lower. You can't summon a creature unless its alignment is one of your\
    \ deity's preferred alignments (or, if you don't have a deity, is within one step\
    \ of your alignment). At the GM's discretion, some deities might restrict specific\
    \ types of fiends, even if their alignments match.  \n\n**Heightened (6th)** \
    \ Level 7  \n\n**Heightened (7th)**  Level 9  \n\n**Heightened (8th)**  Level\
    \ 11  \n\n**Heightened (9th)**  Level 13  \n\n**Heightened (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Summon Fiend
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Divine
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "Blades of force form a churning wall. The wall is a straight line 20 feet\
    \ high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals\
    \ 7d8 force damage to each creature that's in the wall's space when it is created,\
    \ that attempts to pass through the wall, or that ends its turn inside the wall.\
    \ A basic Reflex save reduces the damage. A  creature that succeeds at this save\
    \ when the wall is created is pushed to the nearest space on the side of its choice.\
    \ Creatures trying to move through the wall fail to do so if they critically fail\
    \ the save, ending their movement adjacent to the wall.  \n\n**Heightened (+1)**\
    \  The damage increases by 1d8."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Blade Barrier
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 321
    page_stop: 321
  targets: null
  traditions:
  - Divine
  traits:
  - Evocation
  - Force
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 20-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A field of positive energy fills the area, exuding warmth and rejuvenating\
    \ those within. Each living creature that starts its turn in the area regains\
    \ 1d8 Hit Points, and any undead creature that starts its turn in the area takes\
    \ 1d8 positive damage.  \n\n**Heightened (8th)**  The healing and damage increase\
    \ to 1d10.  \n\n**Heightened (9th)**  The healing and damage increase to 1d12."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Field of Life
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 337
    page_stop: 337
  targets: null
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  cost: diamonds worth a total value of the target's level (minimum 1) x 200 gp
  descr: "You attempt to call forth the dead creature's soul, requiring the creature's\
    \ body to be present and relatively intact. The creature must have died within\
    \ the past 3 days. If Pharasma has decided that the creature's time has come (at\
    \ the GM's discretion), or if the creature doesn't wish to return to life, this\
    \ spell automatically fails, but the diamonds aren't consumed in the casting.\
    \ If the spell is successful, the creature returns to life with 1 Hit Point, no\
    \ spells prepared or spell slots available, no points in any pools or any other\
    \ daily resources, and still with any long-term debilitations of the old body.\
    \ The time spent in the Boneyard leaves the target temporarily debilitated, making\
    \ it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be\
    \ removed or reduced by any means until the week has passed. The creature is also\
    \ permanently changed by its time in the afterlife, such as a slight personality\
    \ shift, a streak of white in the hair, or a strange new birthmark.  \n\n**Heightened\
    \ (7th)**  The maximum level of the target increases to 15. The cost increases\
    \ to the target's level (minimum 1) × 400 gp.  \n\n**Heightened (8th)**  The maximum\
    \ level the target increases to 17. The cost increases to the target's level (minimum\
    \ 1) × 800 gp.  \n\n**Heightened (9th)**  The maximum level of the target increases\
    \ to 19. The cost increases to the target's level (minimum 1) × 1,600 gp.  \n\n\
    **Heightened (10th)**  The maximum level the target increases to 21. The cost\
    \ increases to the target's level (minimum 1) × 3,200 gp."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Raise Dead
  range: 10 feet
  req: null
  source:
  - abbr: CRB
    page_start: 362
    page_stop: 362
  targets: 1 dead creature of 13th level or lower
  traditions:
  - Divine
  traits:
  - Uncommon
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You focus all your divine energy and transform yourself into a Medium battle\
    \ form, similar to your normal form but armed with powerful divine armaments granted\
    \ by your deity. While in this form, you gain the statistics and abilities listed\
    \ below. You have hands in this battle form and can use manipulate actions. You\
    \ can Dismiss the spell.  \n\nYou gain the following statistics and abilities:\
    \  \n\n * AC = 20 + your level.\n\n * Ignore your armor's check penalty and Speed\
    \ reduction.\n\n * 10 temporary Hit Points.\n\n * Speed 40 feet.\n\n * Resistance\
    \ 3 against physical damage.\n\n * Darkvision.\n\n * A special attack with a righteous\
    \ armament version of your favored weapon, which is the only attack you can use.\
    \ Your attack modifier with the special weapon is +21, and your damage bonus is\
    \ +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored\
    \ weapon is higher, you can use it instead. You deal three of your weapon's normal\
    \ damage dice, or three damage dice of one size larger if your weapon is a simple\
    \ weapon with a d4 or d6 damage die. The weapon has one of the following properties\
    \ that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your\
    \ deity is true neutral, you instead deal an extra 1d6 precision damage.\n\n *\
    \ Athletics modifier of +23, unless your own modifier is higher.\n\n  \n\n**Heightened\
    \ (8th)**  Your battle form is Large, and your attacks have 10-foot reach, or\
    \ 15-foot reach if your deity's favored weapon has reach. You must have enough\
    \ space to expand into or the spell is lost. You instead gain AC = 21 + your level,\
    \ 15 temporary HP, resistance 4 against physical damage, attack modifier +28,\
    \ damage bonus +15 (+12 for a ranged attack), and Athletics +29."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Righteous Might
  req: You have a deity.
  source:
  - abbr: CRB
    page_start: 366
    page_stop: 366
  targets: null
  traditions:
  - Divine
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You concentrate ethereal energy and attack a creature's spirit, dealing\
    \ 16d6 force damage. Because spirit blast affects the creature's spirit, it can\
    \ damage a target projecting its consciousness (such as via project image) or\
    \ possessing another creature even if the target's body is elsewhere. The possessed\
    \ creature isn't harmed by the blast. The blast doesn't harm creatures that have\
    \ no spirit, such as constructs.  \n\n**Heightened (+1)**  The damage increases\
    \ by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Spirit Blast
  range: 30 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 371
    page_stop: 371
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  traits:
  - Force
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You can ask questions of and receive answers from natural or worked stone.
    While stone is not intelligent, you speak with the natural spirits of the stone,
    which have a personality colored by the type of stone, as well as by the type
    of structure the stone is part of, for worked stone. A stone's perspective, perception,
    and knowledge give it a worldview different enough from a human's that it doesn't
    consider the same details important. Stones can mostly answer questions about
    creatures that touched them in the past and what is concealed beneath or behind
    them.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 6
  name: Stone Tell
  req: null
  source:
  - abbr: CRB
    page_start: 374
    page_stop: 374
  targets: null
  traditions:
  - Divine
  - Primal
  traits:
  - Uncommon
  - Earth
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Manipulating the fundamental particles of matter, you convert stone into
    flesh and blood. You restore a petrified creature to its normal state or transform
    a stone object into a mass of inert flesh (without stone's Hardness) in roughly
    the same shape.
  duration: null
  has_been_manually_proofread: false
  level: 6
  name: Stone to Flesh
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 374
    page_stop: 374
  targets: petrified creature or human-size stone object
  traditions:
  - Divine
  - Primal
  traits:
  - Earth
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You bypass your targets' rational minds, instilling them with unshakable
    conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status
    bonus to Will saves against mental effects, as their faith overrides the signals
    from their own bodies and minds. If you tell a target to do something, it must
    comply with your request, though if it would normally find the task repugnant,
    it can attempt a Will save at the end of its turn each round due to the cognitive
    dissonance. On a success, it ends the spell's effects on itself entirely.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 6
  name: Zealous Conviction
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 385
    page_stop: 385
  targets: up to 10 willing creatures
  traditions:
  - Divine
  - Occult
  traits:
  - Enchantment
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 40-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You utter a potent litany from your faith, a mandate that harms those who\
    \ oppose your ideals. Choose an alignment your deity has (chaotic, evil, good,\
    \ or lawful). You can't cast this spell if you don't have a deity or your deity\
    \ is true neutral. This spell gains the trait of the alignment you chose. You\
    \ deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude\
    \ save. Creatures with an alignment that matches the one you chose are unaffected\
    \ by the spell. Those that neither match nor oppose it treat the result of their\
    \ saving throw as one degree better and don't suffer effects other than damage.\
    \  \n\n**Critical Success**  The creature is unaffected.  \n\n**Success**  The\
    \ creature takes half damage.  \n\n**Failure**  The creature takes full damage\
    \ and is enfeebled 2 for 1 minute.  \n\n**Critical Failure**  The creature takes\
    \ double damage and is enfeebled 2 for 1 minute. On your home plane, a creature\
    \ that critically fails is banished with the effect of a failed banishment save.\
    \ A 10th-level creature or lower must attempt a Will save. On a failure, it's\
    \ paralyzed for 1 minute; on a critical failure, it dies."
  duration: varies
  has_been_manually_proofread: false
  level: 7
  name: Divine Decree
  range: 40 feet
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 331
    page_stop: 331
  targets: null
  traditions:
  - Divine
  traits:
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You accept otherworldly energies into your body; while you are still recognizably\
    \ yourself, you gain the features of one of your deity's servitors. Choose an\
    \ alignment your deity has (chaotic, evil, good, or lawful). You can't cast this\
    \ spell if you don't have a deity or your deity is true neutral. This spell gains\
    \ the trait of the alignment you chose.  \n\nIf you were Medium or smaller, you\
    \ become Large, as the effects of enlarge. You must have space to expand into,\
    \ or the spell is lost. You also gain the following benefits.  \n\n * 40 temporary\
    \ Hit Points.\n\n * A fly Speed equal to your Speed.\n\n * Weakness 10 to the\
    \ alignment opposite the one you chose.\n\n * A +1 status bonus to saves against\
    \ spells.\n\n * Darkvision.\n\n * Your unarmed attacks and weapons deal 1 additional\
    \ damage of the chosen alignment type.\n\n * One or more unarmed melee attacks.\
    \ If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose\
    \ chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If\
    \ you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage\
    \ and has the agile and finesse traits.\n\n  \n\n**Heightened (9th)**  The temporary\
    \ Hit Points increase to 60, the weakness increases to 15, and the duration increases\
    \ to 10 minutes."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Divine Vessel
  req: null
  source:
  - abbr: CRB
    page_start: 331
    page_stop: 331
  targets: null
  traditions:
  - Divine
  traits:
  - Morph
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You travel to the Ethereal Plane, which overlaps the Material Plane. Material\
    \ Plane creatures can't see you, and you can move through things on the Material\
    \ Plane. You move at half your normal Speeds, but can move in any direction (including\
    \ up and down). You can see onto the Material Plane within a radius of 60 feet;\
    \ it is gray, hazy, and concealed from you. You can't affect the Material Plane,\
    \ and you can't be affected by the Material Plane except by force effects and\
    \ abjurations originating there. When the spell ends, you return to the Material\
    \ Plane. If you're in the air, you fall (unless you can fly), and if you're inside\
    \ an object, you're pushed into the nearest open space and take 1d6 damage per\
    \ 5 feet you were pushed. If you cast this spell when not on the Material Plane,\
    \ it is lost.  \n\n**Heightened (9th)**  You can target up to five additional\
    \ willing creatures at a range of 30 feet. The duration is up to 10 minutes."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Ethereal Jaunt
  req: null
  source:
  - abbr: CRB
    page_start: 336
    page_stop: 336
  targets: null
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Conjuration
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You point your finger toward the target and speak a word of slaying. You\
    \ deal 70 negative damage to the target. If the damage from finger of death reduces\
    \ the target to 0 Hit Points, the target dies instantly.  \n\n**Heightened (+1)**\
    \  The damage increases by 10."
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Finger of Death
  range: 30 feet
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: 1 living creature
  traditions:
  - Divine
  - Primal
  traits:
  - Death
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "An infusion of positive energy grants a creature continuous healing. The\
    \ target temporarily gains regeneration 15, which restores 15 Hit Points to it\
    \ at the start of each of its turns. While it has regeneration, the target can't\
    \ die from damage and its dying value can't exceed 3, though if its wounded value\
    \ becomes 4 or higher, it stays unconscious until its wounds are treated. If the\
    \ target takes acid or fire damage, its regeneration deactivates until after the\
    \ end of its next turn. Each time the creature regains Hit Points from regeneration,\
    \ it also regrows one damaged or ruined organ (if any). During the spell's duration,\
    \ the creature can also reattach severed body parts by spending an Interact action\
    \ to hold the body part to the area it was severed from.  \n\n**Heightened (9th)**\
    \  The regeneration increases to 20."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Regenerate
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 363
    page_stop: 363
  targets: 1 willing living creature
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A powerful globe of searing sunlight explodes in the area, dealing 8d10\
    \ fire damage to creatures and objects in the area, plus 8d10 additional positive\
    \ damage to undead creatures. Each creature and object in the area must attempt\
    \ a Reflex save. If the globe overlaps with an area of magical darkness, sunburst\
    \ attempts to counteract the darkness effect.  \n\n**Critical Success**  The creature\
    \ or object is unaffected.  \n\n**Success**  The creature or object takes half\
    \ damage.  \n\n**Failure**  The creature or object takes full damage.  \n\n**Critical\
    \ Failure**  The creature or object takes full damage. If it's a creature, it\
    \ becomes blinded permanently.  \n\n**Heightened (+1)**  The fire damage increases\
    \ by 1d10, and the positive damage against undead increases by 1d10."
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Sunburst
  range: 500 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 376
    page_stop: 376
  targets: null
  traditions:
  - Divine
  - Primal
  traits:
  - Evocation
  - Fire
  - Light
  - Positive
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 10-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Divine power wards the targets, granting each a +1 status bonus to AC and
    saves while in the area. Choose an alignment your deity has (chaotic, evil, good,
    or lawful). You can't cast this spell if you don't have a deity or your deity
    is true neutral. This spell gains the trait of the alignment you chose. The bonuses
    granted by the spell increase to +2 against attacks by-and effects created by-creatures
    with an alignment opposite to the spell (lawful if you chose chaotic, evil if
    you chose good). These bonuses increase to +4 against effects created by such
    creatures that attempt to impose the controlled condition on a target of your
    divine aura, as well as against attacks made by creatures summoned by anything
    opposite in alignment to your divine aura. When a creature of opposite alignment
    hits a target with a melee attack, the creature must succeed at a Will save or
    be blinded for 1 minute. It's then temporarily immune for 1 minute. The first
    time you Sustain the Spell each round, the divine aura's radius grows 10 feet.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 8
  name: Divine Aura
  req: null
  source:
  - abbr: CRB
    page_start: 331
    page_stop: 331
  targets: allies in the area
  traditions:
  - Divine
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You infuse a target with spiritual energy, refreshing its magic. If it prepares
    spells, it recovers one 6th-level or lower spell it previously cast today and
    can cast that spell again. If it spontaneously casts spells, it recovers one of
    its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus
    Points, as if it had Refocused.
  duration: null
  has_been_manually_proofread: false
  level: 8
  name: Divine Inspiration
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 331
    page_stop: 331
  targets: 1 willing creature
  traditions:
  - Divine
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The targets experience a day's worth of recovery in an instant. Any detrimental
    effects that would be gone after 24 hours end, though this doesn't shorten the
    duration of any active spells affecting the targets. The targets regain Hit Points
    and recover from conditions as if they had taken 24 hours of rest, but they do
    not make their daily preparations again or gain any benefits of rest other than
    healing. The targets are then temporarily immune for 1 day.
  duration: null
  has_been_manually_proofread: false
  level: 8
  name: Moment of Renewal
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 353
    page_stop: 353
  targets: up to 6 creatures
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You curse the target, sapping its spirit and leaving a contagious trap in\
    \ its essence. The target must attempt a Will save. Any creature that casts a\
    \ divine or occult spell on the target while it's affected is targeted by spiritual\
    \ epidemic and must also attempt a Will save. The curse continues to spread in\
    \ this way.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target is enfeebled 2 and stupefied 2 for 1 round.  \n\n**Failure**  The\
    \ target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied\
    \ 1 permanently.  \n\n**Critical Failure**  The target is enfeebled 3 and stupefied\
    \ 3 for 1 minute and enfeebled 2 and stupefied 2 permanently."
  duration: varies
  has_been_manually_proofread: false
  level: 8
  name: Spiritual Epidemic
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 372
    page_stop: 372
  targets: 1 creature
  traditions:
  - Divine
  - Occult
  traits:
  - Curse
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You wrench the target's soul away before it can pass on to the afterlife
    and imprison it in a black sapphire. While the soul is in the gem, the target
    can't be returned to life through any means, even powerful magic such as wish.
    If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed.
    The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any
    attempt wastes the spell.
  duration: unlimited
  has_been_manually_proofread: false
  level: 9
  name: Bind Soul
  range: 30 feet
  req: black sapphire with a gp value of at least the target's level × 100
  source:
  - abbr: CRB
    page_start: 320
    page_stop: 320
  targets: 1 creature that died within the last minute
  traditions:
  - Divine
  - Occult
  traits:
  - Uncommon
  - Evil
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You issue a divine mandate to the targets. you pronounce a cause. It can\
    \ be to attain an item, claim a patch of land, slay a creature, war with a group,\
    \ or be entirely peaceful. Your cause can't force the targets to harm one another\
    \ or themselves. The targets become completely dedicated to that cause, depending\
    \ on their levels. They choose their own actions, but they favor direct action\
    \ over inaction or indirect action. 13th or Lower The target is so dedicated to\
    \ the cause that it pursues the cause to the death (unless you say otherwise).\
    \ 14th The target is dedicated to the cause, but the spell ends for the target\
    \ if it's reduced to half its maximum Hit Points or fewer.  15th As 14th, plus\
    \ the target can attempt a Will save at the end of each of its turns to end the\
    \ spell for itself. The spell ends for all creatures if you or one of your allies\
    \ uses a hostile action against a target, or when the cause is completed. The\
    \ GM might determine this spell has alignment traits befitting the cause.  \n\n\
    **Heightened (10th)**  The level for each category increases by 2."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 9
  name: Crusade
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 327
    page_stop: 327
  targets: up to 4 creatures
  traditions:
  - Divine
  traits:
  - Uncommon
  - Enchantment
  - Linguistic
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 40-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You surround yourself with supernatural splendor, appearing to be a god\
    \ or similarly majestic being. You choose the aspects of your new majestic appearance.\
    \ This causes the targets to pay tribute to you by bowing or using some other\
    \ action in keeping with your appearance. The number of times a target must do\
    \ this depends on the result of their Will save. Paying tribute is a manipulate\
    \ action or move action, as chosen by the creature paying tribute. A creature\
    \ under this effect must pay tribute to you at least once on each of its turns\
    \ if possible. While affected by this spell, a creature is fascinated by you and\
    \ can't use hostile actions against you. The target is then temporarily immune\
    \ for 1 minute.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target must pay tribute twice.  \n\n**Failure**  The target must pay tribute\
    \ six times.  \n\n**Critical Failure**  As failure, and the target must spend\
    \ all its actions paying tribute if possible."
  duration: until full tribute is paid
  has_been_manually_proofread: false
  level: 9
  name: Overwhelming Presence
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 356
    page_stop: 356
  targets: any number of creatures
  traditions:
  - Divine
  - Occult
  traits:
  - Auditory
  - Enchantment
  - Incapacitation
  - Mental
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 40-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your scream chills the souls of enemies that hear it. Each living enemy\
    \ in the area takes 8d10 negative damage and must attempt a Fortitude save.  \n\
    \n**Critical Success**  The target is unaffected.  \n\n**Success**  The target\
    \ takes full damage.  \n\n**Failure**  The target takes full damage and is drained\
    \ 1d4.  \n\n**Critical Failure**  The target takes double damage and is drained\
    \ 4."
  duration: null
  has_been_manually_proofread: false
  level: 9
  name: Wail of the Banshee
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 382
    page_stop: 382
  targets: any number of creatures
  traditions:
  - Divine
  - Occult
  traits:
  - Auditory
  - Death
  - Necromancy
  - Negative
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "An immense weapon of force appears, hovering in the air above the target.\
    \ The weapon has the ghostly visual appearance of your deity's favored weapon.\
    \ Name war or peace when you cast this spell. If you name \"war,\" mentally choose\
    \ one creature. This must be a creature both you and the target can see. The target\
    \ instinctively knows which creature this is. At the end of each of the target's\
    \ turns, if the target did not use a hostile action against the creature you chose\
    \ during that turn, the weapon Strikes the target. If you name \"peace,\" mentally\
    \ choose up to five allies. The target instinctively knows who those allies are.\
    \ The weapon Strikes the target each time the target uses a hostile action against\
    \ you or one of your allies. The weapon Strikes only once per action, even if\
    \ the action targets multiple allies (such as for a fireball or a <%FEATS%Whirlwind\
    \ Strike%%>Whirlwind Strike). Strikes with the weapon are melee weapon attacks,\
    \ but they use your spell attack modifier. Regardless of its appearance, the weapon\
    \ deals force damage equal to 3d10 plus your spellcasting ability modifier. The\
    \ weapon takes a multiple attack penalty, which increases throughout the target's\
    \ turn, but its penalty is separate from yours. When the weapon Strikes, you can\
    \ deal damage of the normal damage type of the weapon instead of force damage\
    \ (or any of the available damage types, for a versatile weapon). No other statistics\
    \ or attributes of the weapon apply, and even a ranged weapon attacks adjacent\
    \ creatures only. A weapon of judgment is a weapon for the purposes of triggers,\
    \ resistances, and so forth. The weapon doesn't take up space, grant flanking,\
    \ or have any other attributes a creature would. The weapon can't make any attack\
    \ other than its Strike, and feats or spells that affect weapons do not apply\
    \ to this weapon.  \n\n**Heightened (10th)**  The force damage increases by 1d10."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 9
  name: Weapon of Judgement
  range: 100 feet
  req: You have a deity.
  source:
  - abbr: CRB
    page_start: 384
    page_stop: 384
  targets: 1 creature
  traditions:
  - Divine
  traits:
  - Evocation
  - Force
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You transform into an avatar of your deity, assuming a Huge battle form.\
    \ You must have space to expand or the spell is lost. You have hands in this battle\
    \ form and can take manipulate actions. You can Dismiss this spell.  \n\nYou gain\
    \ the following statistics and abilities regardless of which deity's battle form\
    \ you assume:  \n\n * AC = 25 + your level.\n\n * Ignore your armor's check penalty\
    \ and Speed reduction.\n\n * 30 temporary Hit Points.\n\n * Darkvision.\n\n *\
    \ One or more attacks specific to your deity's battle form, which are the only\
    \ attacks you can use. You're trained with them. Your attack modifier is +33,\
    \ and you use the listed damage. Melee attacks are Strength based (for the purposes\
    \ of the enfeebled condition, for example) unless they have the finesse trait,\
    \ and all ranged attacks are Dexterity based. Attacks that deal positive or negative\
    \ damage don't heal creatures.\n\n * Athletics modifier of +35, unless your own\
    \ is higher.\n\n  \n\nYou also gain the specific abilities listed for your deity\
    \ below:  \n\n * **Abadar** Speed 50 feet, burrow Speed 30 feet, immune to immobilized;\
    \ **Ranged** |1| crossbow (range increment 120 feet, reload 1), **Damage** 6d10+3\
    \ piercing.\n\n * **Asmodeus** Speed 70 feet, air walk; **Melee** |1| mace (reach\
    \ 15 feet), **Damage** 6d10+6 bludgeoning; **Ranged** |1| hell fire (range 120\
    \ feet), **Damage** 6d6+3 fire.\n\n * **Calistria** Speed 30 feet, fly Speed 70\
    \ feet; **Melee** |1| whip (disarm, finesse, nonlethal, reach 20 feet), **Damage**\
    \ 6d4+6 slashing; **Ranged** |1| savored sting (range 60 feet), **Damage** 6d6+3\
    \ poison.\n\n * **Cayden Cailean** Speed 70 feet, air walk, ignore difficult terrain\
    \ and greater difficult terrain; **Melee** |1| rapier (deadly, reach 15 feet),\
    \ **Damage** 6d6+6 piercing; **Ranged** |1| ale splash (range 120 feet), **Damage**\
    \ 6d6+3 poison.\n\n * **Desna** Speed 30 feet, fly Speed 70 feet; **Melee** |1|\
    \ starknife (agile, deadly, finesse, reach 15 feet, silver, thrown 60 feet), **Damage**\
    \ 6d4+6 piercing; **Ranged** |1| moonbeam (range 120 feet, silver), **Damage**\
    \ 6d6+3 fire.\n\n * **Erastil** Speed 70 feet, air walk, ignore difficult terrain\
    \ and greater difficult terrain; **Ranged** |1| longbow (deadly d8, range increment\
    \ 150 feet), **Damage** 6d8+3 piercing.\n\n * **Gorum** Speed 70 feet, immune\
    \ to immobilized; **Melee** |1| greatsword (versatile P, reach 15 feet), **Damage**\
    \ 6d12+6 slashing.\n\n * **Gozreh** no land Speed, fly Speed 70 feet, swim Speed\
    \ 70 feet; ignore difficult terrain and greater difficult terrain; **Melee** |1|\
    \ waves (bull rush, reach 15 feet, thrown 20 feet), **Damage** 6d8+6 bludgeoning;\
    \ **Ranged** |1| wind (versatile electricity, range 120 feet), **Damage** 6d6+3\
    \ bludgeoning.\n\n * **Iomedae** Speed 70 feet, air walk; shield (15 Hardness,\
    \ can't be **Damage**d); **Melee** |1| longsword (versatile P, reach 15 feet),\
    \ **Damage** 6d8+6 slashing.\n\n * **Irori** Speed 80 feet, air walk; **Melee**\
    \ |1| unfettered strike (agile, versatile P or S, finesse, reach 15 feet), **Damage**\
    \ 6d8+6 bludgeoning; **Ranged** |1| wind strike (range 60 feet), **Damage** 6d4+6\
    \ bludgeoning.\n\n * **Lamashtu** Speed 30 feet, fly Speed 70 feet; **Melee**\
    \ |1| falchion (forceful, reach 15 feet), **Damage** 6d10+6 slashing; **Ranged**\
    \ |1| waters of Lamashtu (range 120 feet), **Damage** 6d6+3 poison.\n\n * **Nethys**\
    \ Speed 70 feet, air walk; **Ranged** |1| raw magic (range 120 feet; versatile\
    \ cold, electricity, or fire), **Damage** 6d6 force.\n\n * **Norgorber** Speed\
    \ 70 feet, air walk, ignore difficult terrain and greater difficult terrain; **Melee**\
    \ |1| shortsword (agile, finesse, versatile S, reach 15 feet), **Damage** 6d6+6\
    \ piercing; **Ranged** |1| blackfinger toss (range 120 feet), **Damage** 6d6+3\
    \ poison.\n\n * **Pharasma** Speed 70 feet, air walk; **Melee** |1| dagger (agile,\
    \ finesse, reach 15 feet, thrown 40 feet), **Damage** 6d6+6 slashing; **Ranged**\
    \ |1| spiral blast (range 120 feet, **Damage**s only undead), **Damage** 6d8+3\
    \ positive.\n\n * **Rovagug** Speed 50 feet, burrow Speed 30 feet, immune to immobilized;\
    \ **Melee** |1| jaws(reach 15 feet), **Damage** 6d12+6 piercing; **Melee** |1|\
    \ le g (agile, versatile P, reach 15 feet), **Damage** 6d8+6 bludgeoning.\n\n\
    \ * **Sarenrae** Speed 30 feet, fly Speed 70 feet; **Melee** |1| scimitar (forceful,\
    \ nonlethal, reach 15 feet), **Damage** 6d6+6 slashing; **Ranged** |1| everflame\
    \ (nonlethal, range 120 feet), **Damage** 6d6+3 fire.\n\n * **Shelyn** Speed 70\
    \ feet, air walk, ignore difficult terrain and greater difficult terrain; **Melee**\
    \ |1| glaive (deadly d8, nonlethal, reach 20 feet), **Damage** 6d8+6 slashing;\
    \ **Ranged** |1| melody of inner beauty, (nonlethal, range 120 feet), **Damage**\
    \ 6d6+3 sonic.\n\n * **Torag** Speed 50 feet, burrow Speed 30 feet, immune to\
    \ immobilized; shield (15 Hardness, can't be **Damage**d); **Melee** |1| warhammer\
    \ (bull rush, reach 15 feet), **Damage** 6d8+6 bludgeoning.\n\n * **Urgathoa**\
    \ Speed 70 feet, air walk; **Melee** |1| scythe (deadly d10, trip, reach 15 feet),\
    \ **Damage** 6d10+6 slashing; **Ranged** |1| pallid plague (range 120 feet), **Damage**\
    \ 6d6+3 negative.\n\n * **Zon-Kuthon** Speed 70 feet, air walk, ignore difficult\
    \ terrain and greater difficult terrain; **Melee** |1| spiked chain (disarm, trip,\
    \ reach 15 feet), **Damage** 6d8+6 slashing; **Ranged** |1| midnight pain (mental,\
    \ nonlethal, range 120 feet), **Damage** 6d6+3 mental."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 10
  name: Avatar
  req: null
  source:
  - abbr: CRB
    page_start: 318
    page_stop: 318
  targets: null
  traditions:
  - Divine
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: You request aid directly from your divine source. Your divine source always
    refuses a request out of line with its nature, and it might grant a different
    request (potentially more powerful or better fitting its nature) than the one
    you asked for. A casting of miracle can do any of the following things. Duplicate
    any divine spell of 9th level or lower. Duplicate any non-divine spell of 7th
    level or lower. Produce any effect whose power level is in line with the above
    effects. Reverse certain effects that refer to the wish spell. The GM might allow
    you to try using miracle to produce greater effects than these, but doing so may
    be dangerous, or the spell may have only a partial effect.
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Miracle
  req: null
  source:
  - abbr: CRB
    page_start: 352
    page_stop: 352
  targets: null
  traditions:
  - Divine
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: A burst of healing energy soothes living creatures and temporarily rouses
    those recently slain. All living targets regain 10d8+40 Hit Points. In addition,
    you return any number of dead targets to life temporarily, with the same effects
    and limitations as raise dead. The raised creatures have a number of temporary
    Hit Points equal to the Hit Points you gave living creatures, but no normal Hit
    Points. The raised creatures can't regain Hit Points or gain temporary Hit Points
    in other ways, and once revival's duration ends, they lose all temporary Hit Points
    and die. Revival can't resurrect creatures killed by disintegrate or a death effect.
    It has no effect on undead.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 10
  name: Revival
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 366
    page_stop: 366
  targets: dead creatures and living creatures of your choice within range
  traditions:
  - Divine
  - Primal
  traits:
  - Healing
  - Necromancy
  - Positive
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You link your mind to the target's mind and mentally impart to that target
    an amount of information in an instant that could otherwise be communicated in
    10 minutes.
  duration: null
  has_been_manually_proofread: false
  level: 1
  name: Mindlink
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 352
    page_stop: 352
  targets: 1 willing creature
  traditions:
  - Occult
  traits:
  - Divination
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent\
    \ mental damage. The target must attempt a Will save.  \n\n**Critical Success**\
    \  The target is unaffected.  \n\n**Success**  The target takes full initial damage\
    \ but no persistent damage, and the spell ends immediately.  \n\n**Failure** \
    \ The target takes full initial and persistent damage, and the target is sickened\
    \ 1. If the target recovers from being sickened, the persistent damage ends and\
    \ the spell ends.  \n\n**Critical Failure**  As failure, but the target is sickened\
    \ 2.  \n\n**Heightened (+1)**  The damage increases by 2d4 and the persistent\
    \ damage by 1d4."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Phantom Pain
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 357
    page_stop: 357
  targets: 1 creature
  traditions:
  - Occult
  traits:
  - Illusion
  - Mental
  - Nonlethal
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You grace the target's mind, boosting its mental defenses and healing its\
    \ wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains\
    \ a +2 status bonus to saves against mental effects for the duration.  \n\n**Heightened\
    \ (+1)**  The amount of healing increases by 1d10+4."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Soothe
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: 1 willing living creature
  traditions:
  - Occult
  traits:
  - Emotion
  - Enchantment
  - Healing
  - Mental
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a fey to fight for you. This works like summon animal, except\
    \ you summon a common creature that has the fey trait and whose level is -1. \
    \ \n\n**Heightened (2nd)**  Level 1  \n\n**Heightened (3rd)**  Level 2  \n\n**Heightened\
    \ (4th)**  Level 3  \n\n**Heightened (5th)**  Level 5  \n\n**Heightened (6th)**\
    \  Level 7  \n\n**Heightened (7th)**  Level 9  \n\n**Heightened (8th)**  Level\
    \ 11  \n\n**Heightened (9th)**  Level 13  \n\n**Heightened (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Summon Fey
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Occult
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You cause the target to see all other creatures as dire threats. The target\
    \ is stricken by intense paranoia toward all creatures around it and must attempt\
    \ a Will save.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target believes everyone it sees is a potential threat. It becomes unfriendly\
    \ to all creatures to which it wasn't already hostile, even those that were previously\
    \ allies. It treats no one as an ally. The spell ends after 1 round.  \n\n**Failure**\
    \  As success, but the effect lasts 1 minute.  \n\n**Critical Failure**  As failure,\
    \ except the target believes that everyone it sees is a mortal enemy. It uses\
    \ its reactions and free actions against everyone, regardless of whether they\
    \ were previously its allies, as determined by the GM. It otherwise acts as rationally\
    \ as it normally does and likely prefers to attack creatures that are actively\
    \ attacking or hindering it over those leaving it alone.  \n\n**Heightened (6th)**\
    \  You can target up to 5 creatures."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Paranoia
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 356
    page_stop: 356
  targets: 1 creature
  traditions:
  - Occult
  traits:
  - Illusion
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic\
    \ damage to the object, ignoring the object's Hardness if it is 4 or lower.  \n\
    \n**Heightened (+1)**  The damage increases by 1d10, and the Hardness the spell\
    \ ignores increases by 2."
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Shatter
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 368
    page_stop: 368
  targets: 1 unattended object
  traditions:
  - Occult
  - Primal
  traits:
  - Evocation
  - Sonic
  trigger: null
  type: Spell
- action_abbr: '1'
  cast: verbal
  components:
  - Verbal
  descr: You rapidly catalog and collate information relevant to your current situation.
    You can instantly use up to 6 Recall Knowledge actions as part of Casting this
    Spell. For these actions, you can't use any special abilities, reactions, or free
    actions that trigger when you Recall Knowledge.
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Hypercognition
  req: null
  source:
  - abbr: CRB
    page_start: 344
    page_stop: 344
  targets: null
  traditions:
  - Occult
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus
    to Deception checks to Lie and against Perception checks to discern if you are
    telling the truth, and you add your level even if you're untrained. If the implausibility
    of your lies prompts a circumstance penalty or a DC increase, reduce that penalty
    or increase by half.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Glibness
  req: null
  source:
  - abbr: CRB
    page_start: 341
    page_stop: 341
  targets: null
  traditions:
  - Occult
  traits:
  - Uncommon
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You alter the target's memories, either erasing a memory, enhancing a memory's\
    \ clarity, altering a memory, or adding a false memory. The target can attempt\
    \ a Will save to resist the spell.Any memories you've altered remain changed as\
    \ long as the spell is active. If the target moves out of range before the 5 minutes\
    \ is up, you can't alter any further memories.  \n\n**Critical Success**  The\
    \ target is unaffected and realizes you tried to alter its memory.  \n\n**Success**\
    \  The target is unaffected but thinks your spell was something harmless instead\
    \ of modify memory, unless it identifies the spell.  \n\n**Failure**  During the\
    \ first 5 minutes of the spell's duration, you can Sustain the Spell to modify\
    \ a memory once each round. When you do, you imagine up to 6 seconds of memory\
    \ to modify, to a maximum of 5 continuous minutes of memory.  \n\n**Heightened\
    \ (6th)**  You can cast the spell on a willing target to suppress all memory of\
    \ a particular topic, detailed in 50 words or fewer. The effect is permanent,\
    \ and it patches these omissions with an indistinct haze."
  duration: unlimited
  has_been_manually_proofread: false
  level: 4
  name: Modify Memory
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 352
    page_stop: 352
  targets: 1 creature
  traditions:
  - Occult
  traits:
  - Uncommon
  - Divination
  - Mental
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You draw the target into a lucid dream where it can explore the endless possibilities
    of its own potential within the ever-changing backdrop of its dreamscape. If it
    sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent
    a day of downtime retraining, though it can't use dreaming potential for any retraining
    that would require either an instructor or specialized knowledge it can't access
    within the dream.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 5
  name: Dreaming Potential
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 333
    page_stop: 333
  targets: 1 willing sleeping creature
  traditions:
  - Occult
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure an aberration to fight for you. This works like summon animal,\
    \ except you summon a common creature that has the aberration trait and whose\
    \ level is 5 or lower.  \n\n**Heightened (6th)**  Level 7  \n\n**Heightened (7th)**\
    \  Level 9  \n\n**Heightened (8th)**  Level 11  \n\n**Heightened (9th)**  Level\
    \ 13  \n\n**Heightened (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Summon Entity
  req: null
  source:
  - abbr: CRB
    page_start: 375
    page_stop: 375
  targets: null
  traditions:
  - Occult
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 30-foot emanation
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You emit a pulsating mental blast that penetrates the minds of all enemies\
    \ in the area. Each creature in the area must attempt a Will save.  \n\n**Critical\
    \ Success**  The creature is unaffected.  \n\n**Success**  The creature is stunned\
    \ 1.  \n\n**Failure**  The creature is stunned 2.  \n\n**Critical Failure**  The\
    \ creature is stunned for 1 round.  \n\n**Heightened (9th)**  You can target up\
    \ to five creatures."
  duration: 1 round
  has_been_manually_proofread: false
  level: 5
  name: Synaptic Pulse
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 376
    page_stop: 376
  targets: null
  traditions:
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target's senses are suddenly rewired in unexpected ways, causing them\
    \ to process noises as bursts of color, smells as sounds, and so on. This has\
    \ three effects, and the target must attempt a Will save. Due to the distraction,\
    \ the target must succeed at a DC 5 flat check each time it uses a concentrate\
    \ action, or the action fails and is wasted. The target's difficulty processing\
    \ visual input makes all creatures and objects concealed from it. The creature\
    \ has trouble moving, making it clumsy 3 and giving it a -10-foot status penalty\
    \ to its Speeds.  \n\n**Critical Success**  The target is unaffected.  \n\n**Success**\
    \  The target is affected for 1 round.  \n\n**Failure**  The target is affected\
    \ for 1 minute.  \n\n**Critical Failure**  As failure, and the target is stunned\
    \ 2 as it attempts to process the sensory shifts."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Synesthesia
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 376
    page_stop: 376
  targets: 1 creature
  traditions:
  - Occult
  traits:
  - Divination
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You send your mind and soul into the target's body, attempting to take control.\
    \ The target must attempt a Will save. You can choose to use the effects of a\
    \ degree of success more favorable to the target if you prefer. While you're possessing\
    \ a target, your own body is unconscious and can't wake up normally. You can sense\
    \ everything the possessed target does. You can Dismiss this spell. If the possessed\
    \ body dies, the spell ends and you must succeed at a Fortitude save against your\
    \ spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the\
    \ spell ends during an encounter, you act just before the possessed creature's\
    \ initiative count.  \n\n**Critical Success**  The target is unaffected.  \n\n\
    **Success**  You possess the target but can't control it. You ride along in the\
    \ body while the spell lasts.  \n\n**Failure**  You possess the target and take\
    \ partial control of it. You no longer have a separate turn; instead, you might\
    \ control the target. At the start of each of the target's turns, it attempts\
    \ another Will save. If it fails, it's controlled by you on that turn; if it succeeds,\
    \ it chooses its own actions; and if it critically succeeds, it forces you out\
    \ and the spell ends.  \n\n**Critical Failure**  You possess the target fully,\
    \ and it can only watch as you manipulate it like a puppet. The target is controlled\
    \ by you.  \n\n**Heightened (9th)**  The duration is 10 minutes, and you can physically\
    \ enter the creature's body, protecting your physical body while the spell lasts."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Possession
  range: 30 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 358
    page_stop: 358
  targets: 1 living creature
  traditions:
  - Occult
  traits:
  - Incapacitation
  - Mental
  - Necromancy
  - Possession
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "Opening your mind to occult echoes, you gain impressions from past events\
    \ that occurred in your current location. Retrocognition reveals psychic impressions\
    \ from events that occurred over the course of the last day throughout the first\
    \ minute of the duration, followed by impressions from the next day back the next\
    \ minute, and so on. These echoes don't play out like a vision but instead reveal\
    \ impressions of emotions and metaphors that provide cryptic clues and details\
    \ of the past. If you witness a traumatic or turbulent event through an impression,\
    \ the spell ends unless you succeed at a Will save with a DC of at least 30 and\
    \ possibly as much as 50, depending on the severity of the event. The GM determines\
    \ whether an event is traumatic and chooses the DC.  \n\n**Heightened (8th)**\
    \  You gain impressions of events that occurred over the previous year for each\
    \ minute you concentrate, instead of the previous day, though the details diminish,\
    \ making it harder to distinguish impressions from all but the most major events.\
    \  \n\n**Heightened (9th)**  You gain impressions of events that occurred over\
    \ the previous century for each minute you concentrate, instead of the previous\
    \ day, though the details diminish, making it almost impossible to distinguish\
    \ impressions from all but the most major events."
  duration: sustained
  has_been_manually_proofread: false
  level: 7
  name: Retrocognition
  req: null
  source:
  - abbr: CRB
    page_start: 365
    page_stop: 365
  targets: null
  traditions:
  - Occult
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 30-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "An illusion of horrific creatures fills the spell's area. The creatures\
    \ look like Tiny swarming monsters with a specific appearance of your choice,\
    \ such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage\
    \ to each creature that's inside the burst when it's created, enters the burst,\
    \ or starts its turn inside the burst. A creature that critically succeeds at\
    \ its will save can immediately attempt to disbelieve the illusion. A creature\
    \ that tries to Interact with the monsters or observes one with a Seek action\
    \ can attempt to disbelieve the illusion. Creatures that disbelieve the illusion\
    \ take no damage from the illusion thereafter.  \n\n**Heightened (+1)**  The mental\
    \ damage increases by 1d8."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 7
  name: Visions of Danger
  range: 500 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 381
    page_stop: 381
  targets: null
  traditions:
  - Occult
  traits:
  - Auditory
  - Illusion
  - Visual
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot cone
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Your eldritch song sends pulsing waves of ethereal energy to attack creatures'\
    \ spirits in the area, dealing 18d6 force damage. Because spirit song affects\
    \ creatures' spirits, it can damage a target projecting its consciousness (such\
    \ as via project image) or possessing another creature even if the target's body\
    \ is elsewhere. The vibrating waves of spiritual song penetrate into, but not\
    \ through, solid barriers, damaging incorporeal creatures hiding in solid objects\
    \ in the area but not passing onward to damage creatures in other rooms. Possessed\
    \ creatures aren't harmed by the song. The song doesn't harm creatures that have\
    \ no spirit, such as constructs.  \n\n**Heightened (+1)**  The damage increases\
    \ by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 8
  name: Spirit Song
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: CRB
    page_start: 372
    page_stop: 372
  targets: null
  traditions:
  - Occult
  traits:
  - Force
  - Necromancy
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Fleeting notes of a strange and unnatural song fill the air, overtaking\
    \ the mind. Each target must attempt a Will save when you cast the spell, and\
    \ again each time you Sustain the Spell. A creature needs to attempt only one\
    \ save against the song each round, and you have to keep the same targets when\
    \ you Sustain the Spell.  \n\n**Critical Success**  The target is unaffected,\
    \ can't be affected on subsequent rounds, and is temporarily immune for 1 minute.\
    \  \n\n**Success**  The target is unaffected this round, but it can be affected\
    \ on subsequent rounds.  \n\n**Failure**  Roll 1d4 on the table below.  \n\n**Critical\
    \ Failure**  Roll 1d4+1 on the table below."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 9
  name: Unfathomable Song
  range: 120 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 379
    page_stop: 379
  targets: up to 5 creatures
  traditions:
  - Occult
  traits:
  - Auditory
  - Emotion
  - Enchantment
  - Fear
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: 'You use your occult lore and the power of your mind to manipulate the spiritual
    multiverse, resulting in any of the following effects: Duplicate any occult spell
    of 9th level or lower. Duplicate any non-occult spell of 7th level or lower. Produce
    any effect whose power is equivalent to any occult spell 9th level or lower, or
    non-occult spell 7th level or lower. Reverse certain effects that refer to the
    wish spell At the GM''s discretion, you can try to produce greater effects, but
    this is dangerous and the spell may have only a partial effect.'
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Alter Reality
  req: null
  source:
  - abbr: CRB
    page_start: 317
    page_stop: 317
  targets: null
  traditions:
  - Occult
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "Choose a single statement you want the targets to believe. The fact could\
    \ be narrow, such as \"a dragon is circling overhead and wants to kill me\"; wide-reaching,\
    \ such as \"all humanoids are disguised abominations\"; or conceptual, such as\
    \ \"if I don't live a kinder life, I'll be punished in the afterlife.\" The targets'\
    \ experiences color how they react to this \"truth\" and how their behavior changes.\
    \ If the statement changes what they perceive, they treat the change as a sudden\
    \ revelation. The effect of the spell depends on the targets' Will saves. If a\
    \ target is already subject to fabricated truth, your spell tries to counteract\
    \ it. If the counteract check fails, the outcome of the target's saving throw\
    \ can't be worse than a success.  \n\n**Critical Success**  The target doesn't\
    \ believe the statement, and it knows you tried to trick it.  \n\n**Success**\
    \  The target doesn't believe the statement or realize you tried to trick it.\
    \  \n\n**Failure**  The target believes the statement for a duration of 1 week.\
    \  \n\n**Critical Failure**  The target believes the statement with unlimited\
    \ duration."
  duration: varies
  has_been_manually_proofread: false
  level: 10
  name: Fabricated Truth
  range: 100 feet
  req: null
  saving throw: Will
  source:
  - abbr: CRB
    page_start: 336
    page_stop: 336
  targets: up to 5 creatures
  traditions:
  - Occult
  traits:
  - Enchantment
  - Incapacitation
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Choose one of the target's unarmed attacks that deal one damage die. You
    cause that unarmed attack to shine with primal energy. The unarmed attack becomes
    a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing
    the number of damage dice to two.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Magic Fang
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 349
    page_stop: 349
  targets: 1 willing ally
  traditions:
  - Primal
  traits:
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You obscure the tracks you leave behind and make it harder for others to\
    \ find you. The DC of checks to Track you gains a +4 status bonus or is equal\
    \ to your spell DC, whichever results in a higher DC. You can benefit from only\
    \ one pass without trace spell at a time.  \n\n**Heightened (2nd)**  The duration\
    \ increases to 8 hours.  \n\n**Heightened (4th)**  The duration increases to 8\
    \ hours. The spell has a range of 20 feet and an area of a 20-foot-emanation,\
    \ affecting up to 10 creatures of your choice within that area."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 1
  name: Pass Without Trace
  req: null
  saving throw: NULl
  source:
  - abbr: CRB
    page_start: 356
    page_stop: 356
  targets: null
  traditions:
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: The target grows vines and leaves, brimming with primal energy. The target
    becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack
    rolls and increasing the number of weapon damage dice to two. Additionally, as
    long as you are on your home plane, attacks you make with the target against aberrations,
    extraplanar creatures, and undead increase the number of weapon damage dice to
    three.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Shillelagh
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 369
    page_stop: 369
  targets: 1 non-magical club or staff you hold
  traditions:
  - Primal
  traits:
  - Plant
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a plant or fungus to fight for you. This works like summon animal,\
    \ except you summon a common creature that has the plant or fungus trait and whose\
    \ level is -1.  \n\n**Heightened (2nd)**  Level 1  \n\n**Heightened (3rd)**  Level\
    \ 2  \n\n**Heightened (4th)**  Level 3  \n\n**Heightened (5th)**  Level 5  \n\n\
    **Heightened (6th)**  Level 7  \n\n**Heightened (7th)**  Level 9  \n\n**Heightened\
    \ (8th)**  Level 11  \n\n**Heightened (9th)**  Level 13  \n\n**Heightened (10th)**\
    \  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 1
  name: Summon Plant or Fungus
  req: null
  source:
  - abbr: CRB
    page_start: 376
    page_stop: 376
  targets: null
  traditions:
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You call upon primal energy to transform yourself into a Medium animal battle\
    \ form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer,\
    \ frog, shark, or snake. You can decide the specific type of animal (such as lion\
    \ or snow leopard for cat), but this has no effect on the form's Size or statistics.\
    \ While in this form, you gain the animal trait. You can Dismiss the spell.  \n\
    \n\n\nYou gain the following statistics and abilities regardless of which battle\
    \ form you choose:  \n\n * AC = 16 + your level. Ignore your armor's check penalty\
    \ and Speed reduction.\n\n * 5 temporary Hit Points.\n\n * Low-light vision and\
    \ imprecise scent 30 feet.\n\n * One or more unarmed melee attacks specific to\
    \ the battle form you choose, which are the only attacks you can use. You're trained\
    \ with them. Your attack modifier is +9, and your damage bonus is +1. These attacks\
    \ are Strength based (for the purpose of the enfeebled condition, for example).\
    \ If your unarmed attack bonus is higher, you can use it instead.\n\n * Athletics\
    \ modifier of +9, unless your own modifier is higher.\n\n  \n\nYou also gain specific\
    \ abilities based on the type of animal you choose:  \n\n * **Ape** Speed 25 feet,\
    \ climb Speed 20 feet; **Melee** |1| fist, **Damage** 2d6 bludgeoning.\n\n * **Bear**\
    \ Speed 30 feet; **Melee** |1| jaws, **Damage** 2d8 piercing; **Melee** |1| claw\
    \ (agile), **Damage** 1d8 slashing.\n\n * **Bull** Speed 30 feet; **Melee** |1|\
    \ horn , **Damage** 2d8 piercing.\n\n * **Canine** Speed 40 feet; **Melee** |1|\
    \ jaws, **Damage** 2d8 piercing.\n\n * **Cat** Speed 40 feet; **Melee** |1| jaws,\
    \ **Damage** 2d6 piercing; **Melee** |1| claw (agile), **Damage** 1d10 slashing.\n\
    \n * **Deer** Speed 50 feet; **Melee** |1| antler , **Damage** 2d6 piercing.\n\
    \n * **Frog** Speed 25 feet, swim Speed 25 feet; **Melee** |1| jaws, **Damage**\
    \ 2d6 bludgeoning; **Melee** |1| tongue (reach 15 feet), **Damage** 2d4 bludgeoning.\n\
    \n * **Shark** swim Speed 35 feet; **Melee** |1| jaws, **Damage** 2d8 piercing;\
    \ breathe underwater but not in air.\n\n * **Snake** Speed 20 feet, climb Speed\
    \ 20 feet, swim Speed 20 feet; **Melee** |1| fangs , **Damage** 2d4 piercing plus\
    \ 1d6 poison.\n\n  \n\n**Heightened (3rd)**  You instead gain 10 temporary HP,\
    \ AC = 17 + your level, attack modifier +14, Damage bonus +5, and Athletics +14.\
    \  \n\n**Heightened (4th)**  Your battle form is Large and your attacks have 10-foot\
    \ reach. You must have enough space to expand into or the spell is lost. You instead\
    \ gain 15 temporary HP, AC = 18 + your level, attack modifier +16, Damage bonus\
    \ +9, and Athletics +16.  \n\n**Heightened (5th)**  Your battle form is Huge and\
    \ your attacks have 15-foot reach. You must have enough space to expand into or\
    \ the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack\
    \ modifier +18, Damage bonus +7 and double the number of Damage dice, and Athletics\
    \ +20."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Animal Form
  req: null
  source:
  - abbr: CRB
    page_start: 317
    page_stop: 317
  targets: null
  traditions:
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You offer a gift of food, and an ordinary Tiny wild animal within range approaches
    to eat it. You imprint the image, direction, and distance of an obvious place
    or landmark well known to you within the animal. Optionally, you can attach a
    small object or note up to light Bulk to it. The animal does its best to reach
    the destination; if it makes it there, it waits nearby until the duration expires,
    allowing other nonhostile creatures to approach it and remove the attached object.
    If there are no Tiny wild animals in range, the spell is lost.
  duration: until delivered
  has_been_manually_proofread: false
  level: 2
  name: Animal Messenger
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 318
    page_stop: 318
  targets: null
  traditions:
  - Primal
  traits:
  - Enchantment
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The target's skin becomes covered in bark. The target gains 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 triggered by taking\
    \ the damage; doing so doesn't reduce the fire damage the target was dealt.  \n\
    \n**Heightened (+2)**  The resistances increase by 2, and the weakness increases\
    \ by 3."
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Barkskin
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 320
    page_stop: 320
  targets: 1 willing creature
  traditions:
  - Primal
  traits:
  - Abjuration
  - Plant
  trigger: null
  type: Spell
- action_abbr: '2'
  area: all squares in a 20-foot-radius burst that contain plants
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Plants in the area entangle creatures. The area counts as difficult terrain.
    Each round that a creature starts its turn in the area, it must attempt a Reflex
    save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until
    it leaves the area, and on a critical failure, it is also immobilized for 1 round.
    Creatures can attempt to Escape at entangle's DC to remove these effects.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Entangle
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 336
    page_stop: 336
  targets: null
  traditions:
  - Primal
  traits:
  - Plant
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You shape the wood into a rough shape of your choice. The shaping power is
    too crude to produce with intricate parts, fine details, moving pieces, or the
    like. You cannot use this spell to enhance the value of the wooden object you
    are shaping.
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Shape Wood
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 368
    page_stop: 368
  targets: an unworked piece of wood up to 20 cubic feet in volume
  traditions:
  - Primal
  traits:
  - Plant
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You can ask questions of, receive answers from, and use the Diplomacy skill
    with animals. The spell doesn't make them more friendly than normal. Cunning animals
    are likely to be terse and evasive, while less intelligent ones often make inane
    comments.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 2
  name: Speak with Animals
  req: null
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: null
  traditions:
  - Primal
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You transform into a Large tree. Perception checks don't reveal your true
    nature, but a successful Nature or Survival check against your spell DC reveals
    that you appear to be a tree that is strangely new to the area. While in tree
    form, you can observe everything around you, but you can't act other than to end
    the spell, and your turn, by using a single action, which has the concentrate
    trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance
    bonuses, and circumstance penalties affect you. Any successes and critical successes
    you roll on Reflex saves are failures.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 2
  name: Tree Shape
  req: null
  source:
  - abbr: CRB
    page_start: 378
    page_stop: 378
  targets: null
  traditions:
  - Primal
  traits:
  - Plant
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: You tap into the target's senses, allowing you to see, hear, and otherwise
    sense whatever it senses for the spell's duration. If the target wishes to prevent
    you from doing so, it can attempt a Will save, negating the spell on a success,
    but most animals don't bother to do so. While tapping into the target's senses,
    you can't use your own body's senses, but you can change back and forth from your
    body's senses to the target's senses using a single action, which has the concentrate
    trait.
  duration: 1 hour
  has_been_manually_proofread: false
  level: 3
  name: Animal Vision
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 318
    page_stop: 318
  targets: 1 animal
  traditions:
  - Primal
  traits:
  - Divination
  - Mental
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You envision a simple bug and transform into a Medium animal battle form.\
    \ When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or\
    \ spider. You can decide the specific type of animal (such as such as a ladybug\
    \ or scarab for beetle), but this has no effect on the form's Size or statistics.\
    \ While in this form, you gain the animal trait. You can Dismiss this spell. \
    \ \n\n You gain the following statistics and abilities regardless of which battle\
    \ form you choose:  \n\n * AC = 18 + your level. Ignore your armor's check penalty\
    \ and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Low-light vision.\n\
    \n * One or more attacks specific to the battle form you choose, which are the\
    \ only attacks you can use. You're trained with them. Your attack modifier is\
    \ +13, and your damage bonus is +2. These attacks are Strength based (for the\
    \ purpose of the enfeebled condition). If your unarmed attack modifier is higher,\
    \ you can use it instead.\n\n * Athletics modifier of +13, unless your own is\
    \ higher.\n\n  \n\nYou also gain specific abilities based on the form you choose:\n\
    \n * **Ant** Speed 30 feet, climb Speed 30 feet; **Melee** |1| mandibles, **Damage**\
    \ 2d6 bludgeoning.\n\n * **Beetle** Speed 25 feet; **Melee** |1| mandibles , **Damage**\
    \ 2d10 bludgeoning.\n\n * **Centipede** Speed 25 feet, climb Speed 25 feet; darkvision;\
    \ **Melee** |1| mandibles, **Damage** 1d8 piercing plus 1d4 persistent poison.\n\
    \n * **Mantis** Speed 40 feet; imprecise scent 30 feet; **Melee** |1| foreleg\
    \ , **Damage** 2d8 bludgeoning.\n\n * **Scorpion** Speed 40 feet; darkvision,\
    \ imprecise tremorsense 60 feet; **Melee** |1| stinger, **Damage** 1d8 piercing\
    \ plus 1d4 persistent poison; **Melee** |1| pincer (agile), **Damage** 1d6 bludgeoning.\n\
    \n * **Spider** Speed 25 feet, climb Speed 25 feet, darkvision; **Melee** |1|\
    \ fangs, **Damage** 1d6 piercing plus 1d4 persistent poison; **Ranged** |1| web\
    \ (range increment 20 feet), **Damage** entangles the target for 1 round.\n\n\
    \  \n\n**Heightened (4th)**  Your battle form is Large, and your attacks have\
    \ 10-foot reach. You must have enough space to expand into or the spell is lost.\
    \ You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and\
    \ Athletics +16.  \n\n**Heightened (5th)**  Your battle form is Huge, and your\
    \ attacks have 15-foot reach. You must have enough space to expand into or the\
    \ spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage\
    \ bonus +2 and double damage dice (including persistent damage), and Athletics\
    \ +20."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Insect Form
  req: null
  source:
  - abbr: CRB
    page_start: 346
    page_stop: 346
  targets: null
  traditions:
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "Over the course of a minute, you cause a thick wall of thorny brambles to\
    \ grow from the ground. You create a 5-foot-thick wall of brambles and thorns\
    \ in a straight line up to 60 feet long and 10 feet high. You must create the\
    \ wall in an unbroken open space so its edges don't pass through any creatures\
    \ or objects, or the spell is lost. The wall stands vertically. If you wish, the\
    \ wall can be of a shorter length or height. Everything on each side of the wall\
    \ has cover from creatures on the opposite side, and the wall's spaces are difficult\
    \ terrain. For every move action a creature uses to enter at least one of the\
    \ wall's spaces, that creature takes 3d4 piercing damage. Each 5-foot-by-5-foot\
    \ section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to\
    \ critical hits and precision damage. A destroyed section can be moved through\
    \ freely.  \n\n**Heightened (+1)**  The Hit Points of each section of the wall\
    \ increase by 5, and the piercing damage increases by 1d4."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 3
  name: Wall of Thorns
  range: 60 feet
  req: null
  source:
  - abbr: CRB
    page_start: 383
    page_stop: 383
  targets: null
  traditions:
  - Primal
  traits:
  - Conjuration
  - Plant
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You channel the primal forces of nature to transform into a Large animal\
    \ battle form, specifically that of a powerful and terrifying dinosaur. You must\
    \ have space to expand or the spell is lost. When you cast this spell, choose\
    \ ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus.\
    \ You can decide the specific type of animal, but this has no effect on the form's\
    \ Size or statistics. While in this form, you gain the animal and dinosaur traits.\
    \ You can Dismiss the spell.  \n\nYou gain the following statistics and abilities\
    \ regardless of which battle form you choose:  \n\n * AC = 18 + your level. Ignore\
    \ your armor's check penalty and Speed reduction.\n\n * 15 temporary Hit Points.\n\
    \n * Low-light vision and imprecise scent 30 feet.\n\n * One or more unarmed melee\
    \ attacks specific to the battle form you choose, which are the only attacks you\
    \ can use. You're trained with them. Your attack modifier is +16, and your damage\
    \ bonus is +9. These attacks are Strength based (for the purpose of the enfeebled\
    \ condition, for example). If your unarmed attack modifier is higher, you can\
    \ use it instead.\n\n * Athletics modifier of +18, unless your own modifier is\
    \ higher.\n\n  \n\nYou also gain specific abilities based on the form you choose:\
    \  \n\n * **Ankylosaurus** Speed 25 feet; **Melee** |1| tail (back swing, reach\
    \ 10 feet), **Damage** 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d6 bludgeoning.\n\
    \n * **Brontosaurus** Speed 25 feet; **Melee** |1| tail (reach 15 feet), **Damage**\
    \ 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d8 bludgeoning.\n\n * **Deinonychus**\
    \ Speed 40 feet; **Melee** |1| talon (agile), **Damage** 2d4 piercing plus 1 persistent\
    \ bleed; **Melee** |1| jaws, **Damage** 1d10 piercing.\n\n * **Stegosaurus** Speed\
    \ 30 feet; **Melee** |1| tail (reach 10 feet), **Damage** 2d8 piercing.\n\n *\
    \ **Triceratops** Speed 30 feet; **Melee** |1| horn, **Damage** 2d8 piercing,\
    \ plus 1d6 persistent bleed on a critical hit; **Melee** |1| foot, **Damage**\
    \ 2d6 bludgeoning.\n\n * **Tyrannosaurus** Speed 30 feet; **Melee** |1| jaws (deadly,\
    \ reach 10 feet), **Damage** 1d12 piercing; **Melee** |1| tail (reach 10 feet),\
    \ **Damage** 1d10 bludgeoning.\n\n  \n\n**Heightened (5th)**  Your battle form\
    \ is Huge and your attacks have 15-foot reach, or 20-foot reach if they started\
    \ with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of\
    \ +18, a damage bonus of +6, double the damage dice, and Athletics +21.  \n\n\
    **Heightened (7th)**  Your battle form is Gargantuan and your attacks have 20-foot\
    \ reach, or 25-foot reach if they started with 15-foot reach. You instead gain\
    \ AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus\
    \ of +15, double the damage dice, and Athletics +25."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Dinosaur Form
  req: null
  source:
  - abbr: CRB
    page_start: 329
    page_stop: 329
  targets: null
  traditions:
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 60-foot line
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A swirling torrent of water manifests along a straight line, battering those\
    \ that are its path and possibly pushing them away from you. The torrent deals\
    \ 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude\
    \ save. Creatures that fail the save are also knocked back 5 feet (10 feet on\
    \ a critical failure).  \n\n**Heightened (+1)**  The damage increases by 2d6."
  duration: null
  has_been_manually_proofread: false
  level: 4
  name: Hydraulic Torrent
  req: null
  saving throw: Fortitude
  source:
  - abbr: CRB
    page_start: 344
    page_stop: 344
  targets: null
  traditions:
  - Primal
  traits:
  - Evocation
  - Water
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: You can ask questions of and receive answers from plants, but the spell doesn't
    make them more friendly or intelligent than normal. Most normal plants have a
    distinctive view of the world around them, so they don't recognize details about
    creatures or know anything about the world beyond their immediate vicinity. Cunning
    plant monsters are likely to be terse and evasive, while less intelligent ones
    often make inane comments.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 4
  name: Speak with Plants
  req: null
  source:
  - abbr: CRB
    page_start: 370
    page_stop: 370
  targets: null
  traditions:
  - Primal
  traits:
  - Divination
  - Plant
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "A feral aspect overcomes the targets, making them tough and savage. Targets\
    \ gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness\
    \ 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks.\
    \ The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have\
    \ the agile and finesse traits. The targets use their highest weapon or unarmed\
    \ attack proficiency with these attacks, and if they have weapon specialization\
    \ or greater weapon specialization, they add this damage as well. On a critical\
    \ hit with one of these unarmed attacks, the creature struck takes 1d4 persistent\
    \ bleed damage. The targets can't use concentrate actions unless those actions\
    \ also have the rage trait, with the exception of Seek. A creature can attempt\
    \ to end the spell's effect on itself by using a single action, which has the\
    \ rage trait, to attempt a Will save against your spell DC; on a success, it ends\
    \ the spell's effect on itself. If a target is in the light of a full moon, it\
    \ also grows by one size if it were Medium or smaller. This increases the reach\
    \ of a Medium or Tiny creature by 5 feet.  \n\n**Heightened (6th)**  The temporary\
    \ Hit Points increase to 10, the silver weakness to 10, and the damage dealt by\
    \ the attacks to three dice.  \n\n**Heightened (10th)**  The temporary Hit Points\
    \ increase to 20, the silver weakness to 20, and the damage dealt by the attacks\
    \ to four dice."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Moon Frenzy
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 353
    page_stop: 353
  targets: up to 5 willing creatures
  traditions:
  - Primal
  traits:
  - Morph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Taking inspiration from verdant creatures, you transform into a Large plant\
    \ battle form. You must have space to expand into or the spell is lost. When you\
    \ cast this spell, choose arboreal, flytrap, or shambler. You can substitute a\
    \ similar specific plant to turn into (such as a pitcher plant instead of a flytrap),\
    \ but this has no effect on the form's Size or statistics. While in this form,\
    \ you gain the plant trait. You can Dismiss the spell. You gain the following\
    \ statistics and abilities regardless of which battle form you choose:  \n\n *\
    \ AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\n\
    \n * 12 temporary Hit Points.\n\n * Resistance 10 to poison.\n\n * Low-light vision.\n\
    \n * One or more unarmed melee attacks specific to the battle form you choose,\
    \ which are the only attacks you can use. You're trained with them. Your attack\
    \ modifier is +17, and your damage bonus is +11. These attacks are Strength based\
    \ (for the purpose of the enfeebled condition, for example). If your unarmed attack\
    \ modifier is higher, you can use it instead.\n\n * Athletics modifier of +19,\
    \ unless your own modifier is higher.\n\n  \n\nYou also gain specific abilities\
    \ based on the type of plant you choose:\n\n * **Arboreal** Speed 30 feet; **Melee**\
    \ |1| branch (reach 15 feet), **Damage** 2d10 bludgeoning; **Melee** |1| foot,\
    \ **Damage** 2d8 bludgeoning; you can speak in this form, but you still can't\
    \ Cast a Spell or supply verbal components.\n\n * **Flytrap** Speed 15 feet; resistance\
    \ 10 to acid; **Melee** |1| leaf (reach 10 feet), **Damage** 2d8 piercing, and\
    \ you can spend an action after a hit to Grab the target.\n\n * **Shambler** Speed\
    \ 20 feet, swim Speed 20 feet; resistance 10 to electricity; **Melee** |1| vine\
    \ (reach 15 feet), **Damage** 2d8 slashing.\n\n  \n\n**Heightened (6th)**  Your\
    \ battle form is Huge, and the reach of your attacks increases by 5 feet. You\
    \ instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage\
    \ bonus +16, and Athletics +22."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Plant Form
  req: null
  source:
  - abbr: CRB
    page_start: 358
    page_stop: 358
  targets: null
  traditions:
  - Primal
  traits:
  - Plant
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You conjure a giant to fight for you. This works like summon animal, except\
    \ you summon a common creature that has the giant trait and whose level is 5 or\
    \ lower.  \n\n**Heightened (6th)**  Level 7  \n\n**Heightened (7th)**  Level 9\
    \  \n\n**Heightened (8th)**  Level 11  \n\n**Heightened (9th)**  Level 13  \n\n\
    **Heightened (10th)**  Level 15"
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 5
  name: Summon Giant
  req: null
  source:
  - abbr: CRB
    page_start: 376
    page_stop: 376
  targets: null
  traditions:
  - Primal
  traits:
  - Conjuration
  trigger: null
  type: Spell
- action_abbr: null
  cast: 1 minute (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You step into a living tree with a trunk big enough for you to fit inside\
    \ it and instantly teleport to any tree of the same species within 5 miles that\
    \ also has a sufficiently large trunk. Once you enter the first tree, you instantly\
    \ know the rough locations of other sufficiently large trees of the same species\
    \ within range and can exit from the original tree, if you prefer. You can't carry\
    \ extradimensional spaces with you; if you attempt to do so, the spell fails.\
    \  \n\n**Heightened (6th)**  The tree you exit can be up to 50 miles away.  \n\
    \n**Heightened (8th)**  The tree you exit can be up to 500 miles away.  \n\n**Heightened\
    \ (9th)**  The tree you exit can be anywhere on the same planet."
  duration: null
  has_been_manually_proofread: false
  level: 5
  name: Tree Stride
  req: null
  source:
  - abbr: CRB
    page_start: 378
    page_stop: 378
  targets: null
  traditions:
  - Primal
  traits:
  - Uncommon
  - Conjuration
  - Plant
  - Teleportation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Four acorns grow in your hand, their shells streaked with pulsing red and\
    \ orange patterns. You or anyone else who has one of the acorns can toss it up\
    \ to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6\
    \ fire damage. The save uses your spell DC, even if someone else throws the acorn.\
    \ Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6\
    \ fire damage to any creature that enters the flames or ends its turn within them.\
    \ A creature can take damage from the continuing flames only once per round, even\
    \ if it's in overlapping areas of fire created by different acorns. When the spell\
    \ ends, any remaining acorns rot and turn to ordinary soil.  \n\n**Heightened\
    \ (8th)**  The burst's damage increases to 5d6, and the continuing flames damage\
    \ increases to 3d6.  \n\n**Heightened (9th)**  The burst's damage increases to\
    \ 6d6, and the continuing flames damage increases to 3d6."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 6
  name: Fire Seeds
  req: null
  saving throw: basic Reflex
  source:
  - abbr: CRB
    page_start: 338
    page_stop: 338
  targets: null
  traditions:
  - Primal
  traits:
  - Evocation
  - Fire
  - Plant
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 40-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: Dense, twitching creepers sprout from every surface and fill any bodies of
    water in the area. Any creature moving on the land, or Climbing or Swimming within
    the creepers, takes a -10- foot circumstance penalty to its Speeds while in the
    area. Once per round, you can make a vine lash out from any square within the
    expanse of creepers by using a single action, which has the concentrate trait.
    This vine has a 15-foot reach and makes a melee unarmed attack using your spell
    attack modifier. If the attack succeeds, the vine pulls the target into the creepers
    and makes it immobilized for 1 round or until the creature Escapes (against your
    spell DC), whichever comes first.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 6
  name: Tangling Creepers
  range: 500 feet
  req: null
  source:
  - abbr: CRB
    page_start: 377
    page_stop: 377
  targets: null
  traditions:
  - Primal
  traits:
  - Conjuration
  - Plant
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "You free those who travel alongside you from environmental hindrances. Targets\
    \ don't take circumstance penalties to Speed from vegetation, rubble, winds, or\
    \ other properties of the environment, whether or not the environment is magical,\
    \ and they ignore difficult terrain from such environmental properties.  \n\n\
    **Heightened (9th)**  The targets also ignore greater difficult terrain from environmental\
    \ properties."
  duration: 1 hour
  has_been_manually_proofread: false
  level: 7
  name: Unfettered Pack
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 379
    page_stop: 379
  targets: up to 10 creatures
  traditions:
  - Primal
  traits:
  - Abjuration
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 5-foot radius, 80-foot tall cylinder
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The ground opens up, spraying a column of lava high into the air in a vertical\
    \ cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly\
    \ cools and encases creatures in the area. A creature encased in rock is clumsy\
    \ 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult\
    \ terrain to a flying creature, and such creatures immediately descend 20 feet\
    \ the moment they're encased, but they don't take damage from this fall. A creature\
    \ encased in rock can attempt to Escape against your spell DC to end the effect.\
    \ Otherwise, the creature remains encased until it takes a total of 50 damage,\
    \ freeing it from the rock. Additionally, creatures in the area and those within\
    \ 5 feet of the lava column automatically take 3d6 fire damage from the intense\
    \ heat, regardless of the results of their saving throws.  \n\n**Critical Success**\
    \  The creature is unaffected.  \n\n**Success**  The creature takes half damage.\
    \  \n\n**Failure**  The creature takes full damage and is encased.  \n\n**Critical\
    \ Failure**  The creature takes double damage and is encased.  \n\n**Heightened\
    \ (+1)**  The damage in the area increases by 2d6, and the damage from the intense\
    \ heat increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 7
  name: Volcanic Eruption
  range: 120 feet
  req: null
  saving throw: Reflex
  source:
  - abbr: CRB
    page_start: 382
    page_stop: 382
  targets: null
  traditions:
  - Primal
  traits:
  - Evocation
  - Fire
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 30-foot radius, 100-foot-cylinder
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: Violent winds and a powerful downdraft fill the area, forming a cyclone.
    All flying creatures in the area descend 40 feet. The entire area is greater difficult
    terrain for Flying creatures, and difficult terrain for creatures on the ground
    or Climbing. Any creature that ends its turn Flying within the area descends 20
    feet. Any creature pushed into a surface by this spell's winds takes bludgeoning
    damage as though it had fallen. The squares at the outside vertical edges of the
    cylinder prevent creatures from leaving. These squares are greater difficult terrain,
    and a creature attempting to push through must succeed at an Athletics check or
    Acrobatics check to Maneuver in Flight against your spell DC to get through. A
    creature that fails ends its current action but can try again.
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 8
  name: Punishing Winds
  range: 100 feet
  req: null
  source:
  - abbr: CRB
    page_start: 361
    page_stop: 361
  targets: null
  traditions:
  - Primal
  traits:
  - Air
  - Evocation
  trigger: null
  type: Spell
- action_abbr: null
  cast: 10 minutes (material, somatic, verbal)
  components:
  - Material
  - Somatic
  - Verbal
  descr: When you cast this spell, each target transforms into a vaguely cloud-like
    form and is picked up by a wind moving in the direction of your choice. You can
    change the wind's direction by using a single action, which has the concentrate
    trait. The wind carries the targets at a Speed of 20 miles per hour, but if any
    of the targets make an attack, Cast a Spell, come under attack, or otherwise enter
    encounter mode, the spell ends for all targets just after they roll initiative,
    and they drift gently to the ground.
  duration: 8 hours
  has_been_manually_proofread: false
  level: 8
  name: Wind Walk
  range: touch
  req: null
  source:
  - abbr: CRB
    page_start: 385
    page_stop: 385
  targets: you and up to five creatures touched
  traditions:
  - Primal
  traits:
  - Air
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  area: 500-foot burst
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: Animals and plants in the area turn against the targets. Each target suffers
    from the following effects as long as it remains in the area. Vegetation springs
    up from every surface, giving each target a -10-foot circumstance penalty to its
    Speed any time it's adjacent to the plants. Aggressive animals attack unpredictably.
    At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's
    attacked by swarming creatures that deal 2d10 slashing damage. The target attempts
    a basic Reflex save, and it is flat-footed for 1 round on any outcome other than
    a critical success. The target loses any connection to nature or natural creatures.
    The target has to succeed at a DC 5 flat check when casting any primal spell or
    the spell fails. Furthermore, animal or plant creatures become hostile to it,
    even one with a strong bond to the target, such as an animal companion. The GM
    might decide that you can't subject some creatures, such as an emissary of a nature
    deity, to the ire of nature.
  duration: 10 minutes
  has_been_manually_proofread: false
  level: 9
  name: Nature's Enmity
  range: 120 feet
  req: null
  source:
  - abbr: CRB
    page_start: 354
    page_stop: 354
  targets: up to 5 creatures
  traditions:
  - Primal
  traits:
  - Enchantment
  trigger: null
  type: Spell
- action_abbr: '3'
  area: 360-foot burst
  cast: material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "A massive storm cloud forms in the air in a 360-foot burst. Beneath it,\
    \ rain begins to fall, and gales impose a -4 circumstance penalty to physical\
    \ ranged attacks and weapon ranged attacks, and the air in the area becomes greater\
    \ difficult terrain for flying creatures. When you Cast this Spell and the first\
    \ time each round you Sustain the Spell, you can choose one of the following storm\
    \ effects. You can't choose the same effect twice in a row. Acid Rain Each creature\
    \ in the storm takes 4d8 acid damage with no saving throw. Hail The storm deals\
    \ 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save). Lightning\
    \ Up to 10 bolts of lightning strike down, targeting creatures of your choice\
    \ in the storm. No more than one bolt can target any one creature. Each bolt deals\
    \ 7d6 electricity damage (basic Reflex save). Rain and Wind Heavy rain and whipping\
    \ wind reduce visibility and mobility, making the area under the storm cloud difficult\
    \ terrain and making everything seen within or through the area concealed. Thunderclap\
    \ Each creature in the storm must succeed at a Fortitude save or be deafened for\
    \ 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from\
    \ storm of vengeance for 1 hour.  \n\n**Heightened (10th)**  The range increases\
    \ to 2,200 feet, and the cloud is a 1,000-foot burst."
  duration: sustained up to 1 minute
  has_been_manually_proofread: false
  level: 9
  name: Storm of Vengeance
  range: 800 feet
  req: null
  source:
  - abbr: CRB
    page_start: 374
    page_stop: 374
  targets: null
  traditions:
  - Primal
  traits:
  - Air
  - Electricity
  - Evocation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "The primal power of the world flows through you. You transform into an incarnation\
    \ of nature, either a green man or a kaiju. Your battle form is Medium for a green\
    \ man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough\
    \ space to expand into or the spell is lost. While in this form, you gain the\
    \ plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss\
    \ the spell.  \n\nYou gain the following statistics and abilities regardless of\
    \ which battle form you choose:  \n\n * AC = 25 + your level. Ignore your armor's\
    \ check penalty and Speed reduction.\n\n * 30 temporary Hit Points.\n\n * Darkvision.\n\
    \n * One or more attacks specific to the battle form you choose, which are the\
    \ only attacks you can use. You're trained with them. Your attack modifier is\
    \ +34, and you use the listed damage. These attacks are Strength based (for the\
    \ purpose of the enfeebled condition, for example). If your unarmed attack modifier\
    \ is higher, you can use it instead.\n\n * Athletics modifier of +36, unless your\
    \ own modifier is higher.\n\n  \n\nYou also gain specific abilities based on the\
    \ type of incarnation you choose:  \n\n * **Green Man** Speed 40 feet, climb Speed\
    \ 40 feet; **Melee** |1| vines (reach 30 feet, versatile P), **Damage** 6d8+12\
    \ bludgeoning; **Ranged** |1| thorns (range 100 feet), **Damage** 6d6+6 piercing;\
    \ Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants\
    \ must succeed at a Fortitude save against your spell DC or become clumsy 1 for\
    \ 1 round (clumsy 2 on a critical failure).\n\n * **Kaiju** Speed 50 feet; resistance\
    \ 5 to physical damage; **Melee** |1| jaws (reach 30 feet), **Damage** 6d10+10\
    \ piercing; **Melee** |1| claws (agile, reach 30 feet), **Damage** 6d8+8 slashing;\
    \ **Melee** |1| foot (agile, reach 15 feet), **Damage** 6d6+10 bludgeoning; **Unstoppable**\
    \ You are immune to being immobilized and ignore difficult terrain and greater\
    \ difficult terrain; **Trample** |3| You move up to double your Speed and move\
    \ through the spaces of Huge or smaller creatures, trampling each creature whose\
    \ space you enter. A trampled creature takes foot damage with a basic Reflex save\
    \ against your spell DC."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 10
  name: Nature Incarnate
  req: null
  source:
  - abbr: CRB
    page_start: 354
    page_stop: 354
  targets: null
  traditions:
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: somatic, verbal
  components:
  - Somatic
  - Verbal
  descr: "Summoning the power of the natural world, you transform the targets into\
    \ a herd of mammoths, and they each assume a Huge battle form. Each target must\
    \ have enough space to expand into or the spell fails for that target. Each target\
    \ gains the animal trait. Each target can Dismiss the spell's effects on themself.\
    \ Each target gains the following while transformed:  \n\n * AC = 22 + the target's\
    \ level. Ignore any armor check penalty and Speed reduction.\n\n * 20 temporary\
    \ Hit Points.\n\n * Speed 40 feet.\n\n * Low-light vision.\n\n * The following\
    \ unarmed melee attacks, which are the only attacks the target can use. They're\
    \ trained with them. When attacking with these attacks, the target uses their\
    \ attack modifier with the proficiency and item bonuses of their most favorable\
    \ weapon or unarmed Strike, and the damage is listed for each attack. These attacks\
    \ are Strength based (for the purpose of the enfeebled condition, for example).\
    \ If the target's unarmed attack modifier is higher, they can use it instead.\
    \ **Melee** |1| tusk (reach 15 feet), **Damage** 4d8+19 piercing; **Melee** |1|\
    \ trunk (agile, reach 15 feet), **Damage** 4d6+16 bludgeoning; **Melee** |1| foot\
    \ (agile, reach 15 feet), **Damage** 4d6+13 bludgeoning.\n\n * Athletics modifier\
    \ of +30, unless the target's own modifier is higher.\n\n * **Trample** |3| You\
    \ move up to twice your Speed and move through the space of Large or smaller creatures,\
    \ trampling each creature whose space you enter. A trampled creature takes damage\
    \ from its foot Strike based on a basic Reflex save (DC = 19 + the target's level)."
  duration: 1 minute
  has_been_manually_proofread: false
  level: 10
  name: Primal Herd
  range: 30 feet
  req: null
  source:
  - abbr: CRB
    page_start: 359
    page_stop: 359
  targets: you and up to 5 willing targets
  traditions:
  - Primal
  traits:
  - Polymorph
  - Transmutation
  trigger: null
  type: Spell
- action_abbr: '3'
  cast: Three Actions material, somatic, verbal
  components:
  - Material
  - Somatic
  - Verbal
  descr: "You request a direct intercession from the natural world. Nature always\
    \ refuses unnatural requests and might grant a different request (potentially\
    \ more powerful or better fitting its character) than the one you asked for. A\
    \ primal phenomenon spell can do any of the following things. Duplicate any primal\
    \ spell of 9th level or lower. Duplicate any non-primal spell of 7th level or\
    \ lower. Produce any effect whose power level is in line with the above effects.\
    \ Reverse certain effects that refer to the wish spell. At the GM's discretion,\
    \ you can try to use primal phenomenon to produce greater effects than these,\
    \ but doing so may be dangerous, or the spell may have only a partial effect.\n\
    \n\t\t\t\t\t"
  duration: null
  has_been_manually_proofread: false
  level: 10
  name: Primal Phenomenon
  req: null
  source:
  - abbr: CRB
    page_start: 359
    page_stop: 359
  targets: null
  traditions:
  - Primal
  traits:
  - Divination
  trigger: null
  type: Spell
- action_abbr: '2'
  cast: null
  components:
  - Somatic
  - Verbal
  descr: You become a mantis. You gain the effects of *insect form*, heightened to
    *mantis form*'s level, and you can only transform into a mantis.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 4
  name: Mantis Form
  req: null
  source:
  - abbr: LOWG
    page_start: 71
    page_stop: 71
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Polymorph
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: R
  cast: null
  components:
  - Verbal
  descr: You call upon insight from your training to recover accuracy. Reroll the
    missed attack roll and keep the new result.
  duration: null
  has_been_manually_proofread: false
  level: 2
  name: Perfect Strike
  req: null
  source:
  - abbr: LOWG
    page_start: 83
    page_stop: 83
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Divination
  - Fortune
  trigger: You miss a Strike with an unarmed attack.
  type: Focus
- action_abbr: '1'
  cast: null
  components:
  - Verbal
  descr: You light your foe with revealing flame. the GM attempts a secret counteract
    check against each illusion affecting the creature; on a success, you suppress
    the illusion for the duration, rather than end the effect.
  duration: 2 rounds
  has_been_manually_proofread: false
  level: 3
  name: Unblinking Flame Revelation
  req: Your previous action was a successful unarmed Strike
  source:
  - abbr: LOWG
    page_start: 83
    page_stop: 83
  targets: the creature you hit
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Focus
- action_abbr: '1'
  area: 15-foot cone
  cast: null
  components:
  - Verbal
  descr: "You unleash a mighty wave from your hand that buffets back your foes. Each\
    \ creature in the area must attempt a Fortitude saving throw. If a creature pushed\
    \ by *unbreaking wave advance* would be pushed into a solid barrier or another\
    \ creature, it stops at that point and takes 3d6 damage.\n\n  \n\n **Success**\
    \ The creature is unaffected.  \n\n **Failure** The creature is pushed 10 feet.\
    \  \n\n **Critical Failure** The creature is pushed 20 feet.  \n\n**Heightened\
    \ (+1)** The damage for pushing a creature into a solid barrier increases by 1d6."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Unbreaking Wave Advance
  req: null
  saving throw: basic Fortitude
  source:
  - abbr: LOWG
    page_start: 83
    page_stop: 83
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  - Water
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: null
  components:
  - Verbal
  descr: "You travel on a rushing wind. Move two times: two Strides, two Steps, or\
    \ one Stride and one Step (in either order). You can Stride or Step into the air\
    \ during this movement, moving upward at a 45-degree angle at most; if you end\
    \ your movement in the air, you fall after taking one action or when your turn\
    \ ends, whichever comes first. A *wall of wind* appears in all the spaces you\
    \ left during this movement, lasting for 1 round.  \n\n**Heightened (5th)** The\
    \ *wall of wind* lasts 3 rounds."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Unfolding Wind Rush
  req: null
  source:
  - abbr: LOWG
    page_start: 83
    page_stop: 83
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Evocation
  trigger: null
  type: Focus
- action_abbr: '1'
  cast: null
  components:
  - Verbal
  descr: "You send currents of protective ki to the surface of your body that protect\
    \ you from harm, at least until your enemies dissipate them. You gain 15 temporary\
    \ Hit Points, which last for up to 3 rounds.  \n\n **Heightened (+1)** The temporary\
    \ Hit Points increase by 5."
  duration: null
  has_been_manually_proofread: false
  level: 3
  name: Untwisting Iron Buffer
  req: null
  source:
  - abbr: LOWG
    page_start: 83
    page_stop: 83
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Abjuration
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: null
  components:
  - Somatic
  - Verbal
  descr: You call upon the aspect of the animal from your mask, gaining physical features
    reminiscent of that animal. You morph slightly into that creature, gaining the
    Speeds and senses you would gain from using *animal form* to turn into the type
    of animal your mask represents; these special Speeds can't be increased by status
    bonuses or item bonuses.
  duration: 5 minutes
  has_been_manually_proofread: false
  level: 2
  name: Magic Warrior Aspect
  req: null
  source:
  - abbr: LOWG
    page_start: 96
    page_stop: 96
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Morph
  - Transmutation
  trigger: null
  type: Focus
- action_abbr: '2'
  cast: null
  components:
  - Somatic
  - Verbal
  descr: You transform into the animal from your mask. You gain the effects of *animal
    form*, heightened to *magic warrior transformation*'s level, and you can transform
    into only the type of animal your mask represents.
  duration: 1 minute
  has_been_manually_proofread: false
  level: 2
  name: Magic Warrior Transformation
  req: null
  source:
  - abbr: LOWG
    page_start: 96
    page_stop: 96
  targets: null
  traditions: null
  traits:
  - Uncommon
  - Polymorph
  - Transmutation
  trigger: null
  type: Focus
spellcomponent:
- Material
- Verbal
- Somatic
- Focus
- Somatic or Verbal
- 3 gp silver bell focus
spellschool:
- descr: Abjurations protect and ward. They create barriers that keep out attacks,
    effects, or even certain types of creatures. They also create effects that harm
    trespassers or banish interlopers.
  name: Abjuration
  source:
  - abbr: CRB
    page_start: 297
    page_stop: 297
- descr: Conjuration spells transport creatures via teleportation, create an object,
    or bring a creature or object from somewhere else (typically from another plane)
    to follow your commands.\n\nConjuration spells often have the teleportation trait,
    and the creatures summoned by conjuration spells have the summoned trait.
  name: Conjuration
  source:
  - abbr: CRB
    page_start: 297
    page_stop: 297
- descr: Divinations allow you to learn the secrets of the present, past, and future.
    They bestow good fortune, grant you the ability to perceive remote locations,
    and reveal secret knowledge.\n\nDivinations often have the detection trait if
    they find something, the prediction trait if they grant you insight about what
    might happen in the future, the revelation trait if they show things as they truly
    are, or the scrying trait if they let you perceive another location.
  name: Divination
  source:
  - abbr: CRB
    page_start: 297
    page_stop: 297
- descr: Enchantments affect the minds and emotions of other creatures—sometimes to
    influence and control them, and other times to bolster them to greater heights
    of courage. Enchantment spells almost always have the mental trait, and many have
    the emotion trait or the fear trait.
  name: Enchantment
  source:
  - abbr: CRB
    page_start: 297
    page_stop: 297
- descr: Evocations capture magical energy and then shape it to harm your foes or
    protect your allies. Evocation spells often have a trait that comes from the type
    of damage they deal, such as acid, cold, fire, force, or sonic.
  name: Evocation
  source:
  - abbr: CRB
    page_start: 298
    page_stop: 298
- descr: Illusions create the semblance of something real, fooling the eyes, ears,
    and other senses. They almost always have the mental trait, and depending on how
    the illusion is perceived, they might also have the auditory or visual trait.
  name: Illusion
  source:
  - abbr: CRB
    page_start: 298
    page_stop: 298
- descr: Necromancy spells harness the power of life and death. They can sap life
    essence or sustain creatures with life-saving healing. Necromancy spells often
    have the curse, death, healing, negative, or positive traits.
  name: Necromancy
  source:
  - abbr: CRB
    page_start: 298
    page_stop: 298
- descr: Transmutation spells make alterations to or transform the physical form of
    a creature or object. The morph and polymorph traits appear primarily in transmutation
    spells.
  name: Transmutation
  source:
  - abbr: CRB
    page_start: 298
    page_stop: 298
spelltradition:
- Arcane
- Divine
- Occult
- Primal
spelltype:
- Spell
- Cantrip
- Focus
- Ritual
