Merge branch 'bradl/move-spells-to-folder' into manual_spell_review

merge-requests/58/head
Isaiah Jensen 2020-08-04 08:36:08 -05:00
commit 08223467d5
553 changed files with 19569 additions and 167525 deletions

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@ -14,7 +14,7 @@ def main():
# gets all files with a yaml extension in the directory
yfiles = []
for file in glob.glob("*.yaml"):
for file in glob.glob("**/*.yaml", recursive=True):
yfiles.append(file)
yfiles.sort()
@ -38,7 +38,7 @@ def main():
# print("After: {}".format(i['trigger']))
if x == "triggers.yaml":
for i in data['trigger']:
print(i)
#print(i)
i = i.replace('', "'")

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@ -0,0 +1,36 @@
# THIS FILE SIMPLY LOADS THE YAML FILE INTO PYYAML AND THEN SPITS IT BACK OUT
# TO CLEAN UP AND ORDER ALL THE YAML
import yaml
import glob
import os
def main():
# change directory to the data directory
os.chdir('../data/')
# gets all files with a yaml extension in the directory
yfiles = []
for file in glob.glob("spells.yaml"):
yfiles.append(file)
yfiles.sort()
print("Going to clean up the following files: {}".format(yfiles))
for x in yfiles:
with open(x, 'r', encoding="utf8") as r:
data = yaml.full_load(r)
for m in data["spell"]:
print(m["name"])
part = yaml.safe_dump(m, allow_unicode=True)
with open(os.path.join("spells", m["name"].lower() + ".yaml"), 'w', encoding="utf8") as f:
f.write(part)
print("\tDone.")
if __name__ == "__main__":
main()

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@ -1,4 +1,3 @@
---
background:
- ability_boost_choices:
- Intelligence

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@ -1,140 +1,140 @@
abilityscore:
- flag_rep: 1
- flag_rep: 1
long_name: Strength
short_name: STR
- flag_rep: 2
- flag_rep: 2
long_name: Dexterity
short_name: DEX
- flag_rep: 4
- flag_rep: 4
long_name: Constitution
short_name: CON
- flag_rep: 8
- flag_rep: 8
long_name: Intelligence
short_name: INT
- flag_rep: 16
- flag_rep: 16
long_name: Wisdom
short_name: WIS
- flag_rep: 32
- flag_rep: 32
long_name: Charisma
short_name: CHA
- flag_rep: 64
- flag_rep: 64
long_name: Free 1
short_name: Free1
- flag_rep: 128
- flag_rep: 128
long_name: Free 2
short_name: Free2
actioncost:
- abbr: 1
- abbr: 1
name: Single Action
- abbr: 2
- abbr: 2
name: Two Actions
- abbr: 3
- abbr: 3
name: Three Actions
- abbr: F
- abbr: F
name: Free Action
- abbr: R
- abbr: R
name: Reaction
- abbr: V
- abbr: V
name: Varies
- abbr: 1m
- abbr: 1m
name: 1 minute
- abbr: 10m
- abbr: 10m
name: 10 minutes
- abbr: 1h
- abbr: 1h
name: 1 hour
alignment:
- abbr: LG
- abbr: LG
name: Lawful Good
- abbr: NG
- abbr: NG
name: Neutral Good
- abbr: CG
- abbr: CG
name: Chaotic Good
- abbr: LN
- abbr: LN
name: Lawful Neutral
- abbr: N
- abbr: N
name: True Neutral
- abbr: CN
- abbr: CN
name: Chaotic Neutral
- abbr: LE
- abbr: LE
name: Lawful Evil
- abbr: NE
- abbr: NE
name: Neutral Evil
- abbr: CE
- abbr: CE
name: Chaotic Evil
bonutypes:
- Proficiency
- Circumstance
- Status
- Item
frequency:
- once per round
- once per turn
- once per minute
- once every 10 minutes
- once per hour
- once per day
- once per round
- once per turn
- once per minute
- once every 10 minutes
- once per hour
- once per day
lang_rarity:
- Common
- Uncommon
- Secret
- Common
- Uncommon
- Secret
movement:
- Air Walk (constant)
- Burrow
- Burrow (sand only)
- Burrow (snow only)
- Can't Move
- Climb
- Climb Stone
- Cloud Walk
- Compression
- Earth Glide
- Fly
- Fly (from fly)
- Freedom of Movement (constant)
- Glide
- Ice Climb
- Ice Stride
- Land
- Magma Swim
- Powerful Jumper
- Sand Glide
- Spider Climb (constant)
- Suction
- Swim
- Swamp Stride
- Swiftness
- Trickster's Step
- Trackless Step
- Unstoppable Burrow
- Walk in Shadow
- Woodland Stride
- Air Walk (constant)
- Burrow
- Burrow (sand only)
- Burrow (snow only)
- Can't Move
- Climb
- Climb Stone
- Cloud Walk
- Compression
- Earth Glide
- Fly
- Fly (from fly)
- Freedom of Movement (constant)
- Glide
- Ice Climb
- Ice Stride
- Land
- Magma Swim
- Powerful Jumper
- Sand Glide
- Spider Climb (constant)
- Suction
- Swim
- Swamp Stride
- Swiftness
- Trickster's Step
- Trackless Step
- Unstoppable Burrow
- Walk in Shadow
- Woodland Stride
size:
- name: Tiny
- name: Tiny
reach_long_ft: 0
reach_tall_ft: 0
space_in_ft: 4
- name: Small
- name: Small
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Medium
- name: Medium
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Large
- name: Large
reach_long_ft: 5
reach_tall_ft: 10
space_in_ft: 10
- name: Huge
- name: Huge
reach_long_ft: 10
reach_tall_ft: 15
space_in_ft: 15
- name: Gargantuan
- name: Gargantuan
reach_long_ft: 15
reach_tall_ft: 20
space_in_ft: 20
weaponcategory:
- Unarmed
- Simple
- Martial
- Advanced
bonutypes:
- Proficiency
- Circumstance
- Status
- Item
- Unarmed
- Simple
- Martial
- Advanced

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@ -1,4 +1,21 @@
-
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: alchemical bombs
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: alchemist class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices:
- INTELLIGENCE
name: Alchemist
perception: trained
saving_throws:
@ -13,26 +30,27 @@
type: Crafting
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks:
spells: null
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: alchemical bombs
type: martial weapons
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: barbarian class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
type: medium armor
- degree: trained
type: alchemist class DC
spells: null
hp: 8
type: unarmored defense
hp: 12
key_ability_choices:
- INTELLIGENCE
-
- STRENGTH
name: Barbarian
perception: expert
saving_throws:
@ -47,27 +65,26 @@
type: Athletics
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
type: the longsword, rapier, sap, shortbow, shortsword, and whip
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: occult spell attacks
- degree: trained
type: occult spell DCs
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: barbarian class DC
hp: 12
hp: 8
key_ability_choices:
- STRENGTH
-
- CHARISMA
name: Bard
perception: expert
saving_throws:
@ -84,27 +101,29 @@
type: Performance
- degree: trained
type: a number of additional skills equal to 4 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: the longsword, rapier, sap, shortbow, shortsword, and whip
type: martial weapons
- degree: trained
type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: occult spell attacks
type: champion class DC
- degree: trained
type: occult spell DCs
hp: 8
type: divine spell attacks
- degree: trained
type: divine spell DCs
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
hp: 10
key_ability_choices:
- CHARISMA
-
- STRENGTH
- DEXTERITY
name: Champion
perception: trained
saving_throws:
@ -121,30 +140,26 @@
type: one skill determined by your choice of deity
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
type: the favored weapon of your deity. If your deitys favored weapon is uncommon,
you also gain access to that weapon.
- degree: trained
type: unarmed attacks
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: champion class DC
- degree: trained
type: divine spell attacks
- degree: trained
type: divine spell DCs
hp: 10
defenses:
- Untrained in all armor, though your doctrine might alter this
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices:
- STRENGTH
- DEXTERITY
-
- WISDOM
name: Cleric
perception: trained
saving_throws:
@ -161,26 +176,28 @@
type: one skill determined by your choice of deity
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: the favored weapon of your deity. If your deitys favored weapon is uncommon, you also gain access to that weapon.
- degree: trained
type: unarmed attacks
defenses:
- Untrained in all armor, though your doctrine might alter this
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: divine spell attacks
type: druid class DC
- degree: trained
type: divine spell DCs
type: primal spell attacks
- degree: trained
type: primal spell DCs
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices:
- WISDOM
-
name: Druid
perception: trained
saving_throws:
@ -197,29 +214,27 @@
type: one skill determined by your druidic order
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- degree: trained
- attacks:
- degree: expert
type: simple weapons
- degree: expert
type: martial weapons
- degree: trained
type: advanced weapons
- degree: expert
type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: druid class DC
type: fighter class DC
defenses:
- degree: trained
type: primal spell attacks
type: all armor
- degree: trained
type: primal spell DCs
hp: 8
type: unarmored defense
hp: 10
key_ability_choices:
- WISDOM
-
- STRENGTH
- DEXTERITY
name: Fighter
perception: expert
saving_throws:
@ -234,28 +249,22 @@
type: your choice of Acrobatics or Athletics
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks:
- degree: expert
- attacks:
- degree: trained
type: simple weapons
- degree: expert
type: martial weapons
- degree: trained
type: advanced weapons
- degree: expert
type: unarmed attacks
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: fighter class DC
type: monk class DC
defenses:
- Untrained in all armor
- degree: expert
type: unarmored defense
hp: 10
key_ability_choices:
- STRENGTH
- DEXTERITY
-
name: Monk
perception: trained
saving_throws:
@ -268,23 +277,27 @@
skills:
- degree: trained
type: a number of skills equal to 4 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
- degree: trained
type: unarmed attacks
defenses:
- Untrained in all armor
- degree: expert
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: monk class DC
type: ranger class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
hp: 10
key_ability_choices:
- STRENGTH
- DEXTERITY
-
name: Ranger
perception: expert
saving_throws:
@ -301,28 +314,25 @@
type: Survival
- degree: trained
type: a number of additional skills equal to 4  plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
type: the rapier, sap, shortbow, and shortsword
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: rogue class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: ranger class DC
hp: 10
hp: 8
key_ability_choices:
- STRENGTH
- DEXTERITY
-
- OTHER (determined by your rogue's racket)
name: Rogue
perception: expert
saving_throws:
@ -339,26 +349,24 @@
type: one or more skills determined by your rogue's racket.
- degree: trained
type: a number of additional skills equal to 7 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: the rapier, sap, shortbow, and shortsword
- degree: trained
type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: rogue class DC
hp: 8
type: spell attack rolls of your spellcasting tradition, as indicated by your
bloodline
- degree: trained
type: spell DCs of your spellcasting tradition, as indicated by your bloodline
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
hp: 6
key_ability_choices:
- DEXTERITY
- OTHER (determined by your rogue's racket)
-
- CHARISMA
name: Sorcerer
perception: trained
saving_throws:
@ -373,24 +381,23 @@
type: one or more skills determined by your bloodline
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
type: the club, crossbow, dagger, heavy crossbow, and staff
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: arcane spell attacks
- degree: trained
type: arcane spell DCs
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: spell attack rolls of your spellcasting tradition, as indicated by your bloodline
- degree: trained
type: spell DCs of your spellcasting tradition, as indicated by your bloodline
hp: 6
key_ability_choices:
- CHARISMA
-
- INTELLIGENCE
name: Wizard
perception: trained
saving_throws:
@ -405,20 +412,3 @@
type: Arcana
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- degree: trained
type: the club, crossbow, dagger, heavy crossbow, and staff
- degree: trained
type: unarmed attacks
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: arcane spell attacks
- degree: trained
type: arcane spell DCs
hp: 6
key_ability_choices:
- INTELLIGENCE

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@ -1,54 +1,99 @@
familiar_abilities:
- name: Amphibious
desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).
- name: Burrower
desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
- name: Climber
desc: It gains a climb Speed of 25 feet.
- name: Damage Avoidance
desc: Choose one type of save. It takes no damage when it succeeds at that type of save; this doesnt prevent effects other than damage.
- name: Darkvision
desc: It gains darkvision.
- name: Fast Movement
desc: Increase one of the familiars speeds from 25 feet to 40 feet.
- name: Flier
desc: It gains a fly Speed of 25 feet.
- name: Kinspeech
desc: It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.
- name: Lab Assistant
desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirementas if you used it. It must have the manual dexterity ability to select this.
- name: Manual Dexterity
desc: It can use up to two of its limbs as if they were hands to use manipulate actions.
- name: Scent
desc: It gains scent (imprecise, 30 feet).
- name: Speech
desc: It understands and speaks a language you know.
- desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a
swim Speed).
name: Amphibious
- desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
name: Burrower
- desc: It gains a climb Speed of 25 feet.
name: Climber
- desc: Choose one type of save. It takes no damage when it succeeds at that type
of save; this doesnt prevent effects other than damage.
name: Damage Avoidance
- desc: It gains darkvision.
name: Darkvision
- desc: Increase one of the familiars speeds from 25 feet to 40 feet.
name: Fast Movement
- desc: It gains a fly Speed of 25 feet.
name: Flier
- desc: It can understand and speak with animals of the same species. To select this,
your familiar must be an animal, it must have the speech ability, and you must
be at least 6th level.
name: Kinspeech
- desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your
familiar must be in your space. This has the same cost and requirementas if you
used it. It must have the manual dexterity ability to select this.
name: Lab Assistant
- desc: It can use up to two of its limbs as if they were hands to use manipulate
actions.
name: Manual Dexterity
- desc: It gains scent (imprecise, 30 feet).
name: Scent
- desc: It understands and speaks a language you know.
name: Speech
flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars
were originally animals, though the ritual of becoming a familiar makes them something
more. You can choose a Tiny animal you want as your familiar, such as a bat, cat,
raven, or snake. Some familiars are different, usually described in the ability
that granted you a familiar; for example, a druids leshy familiar is a Tiny plant
instead of an animal, formed from a minor nature spirit.
master_abilities:
- name: Cantrip Connection
desc: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but cant otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
- name: Extra Reagents
desc: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
- name: Familiar Focus
desc: Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.
- name: Lifelink
desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar.
- name: Spell Battery
desc: You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.
- name: Spell Delivery
desc: If your familiar is in your space,you can cast a spell with a range of touch, transferits power to your familiar, and command thefamiliar to deliver the spell. If you do, the familiaruses its 2 actions for the round to move to a targetof your choice and touch that target. If it doesntreach the target to touch it this turn, the spell has no effect.
flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druids leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.
- desc: You can prepare an additional cantrip, or if you have a repertoire, instead
designate a cantrip to add to your repertoire every time you select this ability;
you can retrain it but cant otherwise change it. You must be able to prepare
cantrips or add them to your repertoire to select this.
name: Cantrip Connection
- desc: Your familiar grows extra infused reagents on or in its body. You gain an
additional batch of infused reagents. You must have the infused reagents ability
to select this ability.
name: Extra Reagents
- desc: Once per day, your familiar can use 2 actions with the concentrate trait to
regain 1 Focus Point, up to your usual maximum You must have a focus pool to select
this.
name: Familiar Focus
- desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the
concentrate trait, you can take the damage. If you do, you take all the damage
and your familiar takes none. However, if special effects when a hit damages your
familiar (such as snake venom) still apply to your familiar.
name: Lifelink
- desc: You gain one additional spell slot at least 3 levels lower than your highest-level
spell slot; you must be able to cast 4th-level spells using spell slots to select
this master ability.
name: Spell Battery
- desc: If your familiar is in your space,you can cast a spell with a range of touch,
transferits power to your familiar, and command thefamiliar to deliver the spell.
If you do, the familiaruses its 2 actions for the round to move to a targetof
your choice and touch that target. If it doesntreach the target to touch it this
turn, the spell has no effect.
name: Spell Delivery
rules_texts:
- title: ""
text: Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.
- title: Modifiers and AC
text: Your familiars save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you dont have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesnt have or use its own ability modifiers and can never benefit from item bonuses.
- title: Hit Points
text: Your familiar has 5 Hit Points for each of your levels.
- title: Size
text: Your familiar is Tiny.
- title: Senses
text: Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as its within 1 mile of you, sharing emotions. It doesnt understand or speak languages normally, but it can gain speech from a familiar ability.
- title: Movement
text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). It can gain other movement types from familiar abilities.
- title: Familiar and Master Abilities
text: Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar cant be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.
- text: Familiars have the minion trait, so during an encounter, they gain 2 actions
in a round if you spend an action to command them. If your familiar dies, you
can spend a week of downtime to replace it at no cost. You can have only one familiar
at a time.
title: ''
- text: Your familiars save modifiers and AC are equal to yours before applying circumstance
or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers
are equal to your level plus your spellcasting ability modifier (Charisma if you
dont have one, unless otherwise specified). If it attempts an attack roll or
other skill check, it uses your level as its modifier. It doesnt have or use
its own ability modifiers and can never benefit from item bonuses.
title: Modifiers and AC
- text: Your familiar has 5 Hit Points for each of your levels.
title: Hit Points
- text: Your familiar is Tiny.
title: Size
- text: Your familiar has low-light vision and can gain additional senses from familiar
abilities. It can communicate empathically with you as long as its within 1 mile
of you, sharing emotions. It doesnt understand or speak languages normally, but
it can gain speech from a familiar ability.
title: Senses
- text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose
one upon gaining the familiar). It can gain other movement types from familiar
abilities.
title: Movement
- text: Each day, you channel your magic into two abilities, which can be either familiar
or master abilities. If your familiar is an animal that naturally has one of these
abilities (for instance, an owl has a fly Speed), you must select that ability.
Your familiar cant be an animal that naturally has more familiar abilities than
your daily maximum familiar abilities.
title: Familiar and Master Abilities

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@ -0,0 +1,35 @@
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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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@ -0,0 +1,40 @@
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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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@ -0,0 +1,32 @@
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

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@ -0,0 +1,28 @@
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

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@ -0,0 +1,27 @@
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

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@ -0,0 +1,27 @@
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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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@ -0,0 +1,34 @@
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

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@ -0,0 +1,31 @@
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

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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

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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

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