diff --git a/data/yaml/actions.yaml b/data/yaml/actions.yaml index d7ffae1..21a1570 100644 --- a/data/yaml/actions.yaml +++ b/data/yaml/actions.yaml @@ -1,19 +1,3 @@ -# NOTE: actioncategory assumes a single source entry -# TODO Requirements and triggers can be normalized in gendb.py and schema -actioncategory: - - name: Basic - descr: Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike. - source: - - abbr: CRB - page_start: 469 - page_stop: 469 - - name: Specialty Basic - descr: These actions are useful under specific circumstances. Some require you to have a special movement type. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 -# NOTE: action assumes a single source entry action: - actioncategory: Basic actioncost_name: Free Action @@ -50,7 +34,7 @@ action: page_start: 470 page_stop: 470 trait: - - Move + - Move trigger: null - actioncategory: Basic actioncost_name: Free Action @@ -86,7 +70,7 @@ action: page_start: 470 page_stop: 470 trait: - - Move + - Move trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -110,7 +94,7 @@ action: page_start: 470 page_stop: 470 trait: - - Attack + - Attack trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -125,7 +109,7 @@ action: page_start: 470 page_stop: 470 trait: - - Manipulate + - Manipulate trigger: null - actioncategory: Basic actioncost_name: Varies @@ -165,7 +149,7 @@ action: page_start: 470 page_stop: 470 trait: - - Move + - Move trigger: null - actioncategory: Basic actioncost_name: Two Actions @@ -185,7 +169,7 @@ action: page_start: 470 page_stop: 470 trait: - - Concentrate + - Concentrate trigger: null - actioncategory: Basic actioncost_name: Free Action @@ -203,7 +187,7 @@ action: page_start: 470 page_stop: 470 trait: - - Manipulate + - Manipulate trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -234,8 +218,8 @@ action: page_start: 471 page_stop: 471 trait: - - Concentrate - - Secret + - Concentrate + - Secret trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -259,8 +243,8 @@ action: page_start: 471 page_stop: 471 trait: - - Concentrate - - Secret + - Concentrate + - Secret trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -272,7 +256,7 @@ action: page_start: 471 page_stop: 471 trait: - - Move + - Move trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -288,7 +272,7 @@ action: page_start: 471 page_stop: 471 trait: - - Move + - Move trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -300,7 +284,7 @@ action: page_start: 471 page_stop: 471 trait: - - Move + - Move trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -317,7 +301,7 @@ action: page_start: 471 page_stop: 471 trait: - - Attack + - Attack trigger: null - actioncategory: Basic actioncost_name: Single Action @@ -426,35 +410,52 @@ action: page_start: 472 page_stop: 472 trait: - - Move + - Move trigger: null - actioncategory: Specialty Basic actioncost_name: Varies - descr: "You cast a spell you have prepared or in your repertoire. Casting a Spell + descr: 'You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block. As soon as the spellcasting actions - are complete, the spell effect occurs.\n\nSome spells are cast as a reaction or - free action. In those cases, you Cast the Spell as a reaction or free action (as - appropriate) instead of as an activity. Such cases will be noted in the spell’s - stat blockfor example, \"[reaction] verbal.\"\n\n**Long Casting Times** Some spells - take minutes or hours to cast. The Cast a Spell activity for these spells includes - a mix of the listed spell components, but it’s not necessary to break down which - one you’re providing at a given time. You can’t use other actions or reactions - while casting such a spell, though at the GM’s discretion, you might be able to - speak a few sentences. As with other activities that take a long time, these spells - have the exploration trait, and you can’t cast them in an encounter. If combat - breaks out while you’re casting one, your spell is disrupted (see Disrupted and - Lost Spells on page 303 CRB).\n\n**Spell Components** Each spell lists the spell - components required to cast it after the action icons or text, such as \"[three-actions] - material, somatic, verbal.\" The spell components, described in detail below, add - traits and requirements to the Cast a Spell activity. If you can’t provide the - components, you fail to Cast the Spell.\n\n- Material (manipulate)\n- Somatic - (manipulate)\n- Verbal (concentrate)\n- Focus (manipulate)\n\n**Disrupted and - Lost Spells** Some abilities and spells can disrupt a spell, causing it to have - no effect and be lost. When you lose a spell, you’ve already expended the spell - slot, spent the spell’s costs and actions, and used the Cast a Spell activity. - If a spell is disrupted during a Sustain a Spell action, the spell immediately - ends. The full rules for disrupting actions appear on page 462 CRB." + are complete, the spell effect occurs. + + + Some spells are cast as a reaction or free action. In those cases, you Cast the + Spell as a reaction or free action (as appropriate) instead of as an activity. + Such cases will be noted in the spell’s stat blockfor example, "[reaction] verbal." + + + **Long Casting Times** Some spells take minutes or hours to cast. The Cast a Spell + activity for these spells includes a mix of the listed spell components, but it’s + not necessary to break down which one you’re providing at a given time. You can’t + use other actions or reactions while casting such a spell, though at the GM’s + discretion, you might be able to speak a few sentences. As with other activities + that take a long time, these spells have the exploration trait, and you can’t + cast them in an encounter. If combat breaks out while you’re casting one, your + spell is disrupted (see Disrupted and Lost Spells on page 303 CRB). + + + **Spell Components** Each spell lists the spell components required to cast it + after the action icons or text, such as "[three-actions] material, somatic, verbal." + The spell components, described in detail below, add traits and requirements to + the Cast a Spell activity. If you can’t provide the components, you fail to Cast + the Spell. + + + - Material (manipulate) + + - Somatic (manipulate) + + - Verbal (concentrate) + + - Focus (manipulate) + + + **Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing + it to have no effect and be lost. When you lose a spell, you’ve already expended + the spell slot, spent the spell’s costs and actions, and used the Cast a Spell + activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately + ends. The full rules for disrupting actions appear on page 462 CRB.' name: Cast a Spell req: null source: @@ -476,7 +477,7 @@ action: page_start: 305 page_stop: 305 trait: - - Concentrate + - Concentrate trigger: null - actioncategory: Specialty Basic actioncost_name: Single Action @@ -493,7 +494,7 @@ action: page_start: 472 page_stop: 472 trait: - - Move + - Move trigger: null - actioncategory: Specialty Basic actioncost_name: Free Action @@ -517,7 +518,7 @@ action: page_start: 472 page_stop: 472 trait: - - Manipulate + - Manipulate trigger: You fall from or past an edge or handhold. - actioncategory: Specialty Basic actioncost_name: Single Action @@ -532,7 +533,7 @@ action: page_start: 472 page_stop: 472 trait: - - Move + - Move trigger: null - actioncategory: Specialty Basic actioncost_name: Single Action @@ -551,9 +552,9 @@ action: page_start: 472 page_stop: 472 trait: - - Auditory - - Manipulate - - Visual + - Auditory + - Manipulate + - Visual trigger: null - actioncategory: Specialty Basic actioncost_name: Single Action @@ -585,7 +586,7 @@ action: page_start: 304 page_stop: 304 trait: - - Concentrate + - Concentrate trigger: null - actioncategory: Specialty Basic actioncost_name: Single Action @@ -604,7 +605,25 @@ action: page_start: 534 page_stop: 534 trait: - - Concentrate + - Concentrate trigger: null - - +actioncategory: +- descr: Basic actions represent common tasks like moving around, attacking, and helping + others. As such, every creature can use basic actions except in some extreme circumstances, + and many of those actions are used very frequently. Most notably, you’ll use Interact, + Step, Stride, and Strike a great deal. Many feats and other actions call upon + you to use one of these basic actions or modify them to produce different effects. + For example, a more complex action might let you Stride up to double your Speed + instead of just up to your Speed, and a large number of activities include a Strike. + name: Basic + source: + - abbr: CRB + page_start: 469 + page_stop: 469 +- descr: These actions are useful under specific circumstances. Some require you to + have a special movement type. + name: Specialty Basic + source: + - abbr: CRB + page_start: 472 + page_stop: 472 diff --git a/data/yaml/backgrounds.yaml b/data/yaml/backgrounds.yaml index aefe816..df8ec70 100644 --- a/data/yaml/backgrounds.yaml +++ b/data/yaml/backgrounds.yaml @@ -9,9 +9,9 @@ background: is_specific_to_adv: false name: Acolyte source: - - abbr: CRB - page_start: 60 - page_stop: 60 + - abbr: CRB + page_start: 60 + page_stop: 60 - descr: In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use.\n\nChoose two ability boosts. One must be to @@ -22,9 +22,9 @@ background: is_specific_to_adv: false name: Acrobat source: - - abbr: CRB - page_start: 60 - page_stop: 60 + - abbr: CRB + page_start: 60 + page_stop: 60 - descr: You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter different creatures, befriending them along the way.\n\nChoose two ability boosts. One must be to Wisdom @@ -35,9 +35,9 @@ background: is_specific_to_adv: false name: Animal Whisperer source: - - abbr: CRB - page_start: 60 - page_stop: 60 + - abbr: CRB + page_start: 60 + page_stop: 60 - descr: As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. You might have been a blacksmith’s apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, @@ -49,9 +49,9 @@ background: is_specific_to_adv: false name: Artisan source: - - abbr: CRB - page_start: 60 - page_stop: 60 + - abbr: CRB + page_start: 60 + page_stop: 60 - descr: Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.\n\nChoose two ability boosts. One must be to Dexterity or Charisma, and @@ -61,9 +61,9 @@ background: is_specific_to_adv: false name: Artist source: - - abbr: CRB - page_start: 60 - page_stop: 60 + - abbr: CRB + page_start: 60 + page_stop: 60 - descr: 'You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize.\n\nChoose two ability boosts. One must be to Constitution @@ -73,9 +73,9 @@ background: is_specific_to_adv: false name: Barkeep source: - - abbr: CRB - page_start: 60 - page_stop: 60 + - abbr: CRB + page_start: 60 + page_stop: 60 - descr: Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You’re capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when @@ -87,9 +87,9 @@ background: is_specific_to_adv: false name: Barrister source: - - abbr: CRB - page_start: 60 - page_stop: 60 + - abbr: CRB + page_start: 60 + page_stop: 60 - descr: Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily @@ -100,9 +100,9 @@ background: is_specific_to_adv: false name: Bounty Hunter source: - - abbr: CRB - page_start: 61 - page_stop: 61 + - abbr: CRB + page_start: 61 + page_stop: 61 - descr: You traveled from place to place, peddling false fortunes and snake oil in one town, pretending to be royalty in exile to seduce a wealthy heir in the next. Becoming an adventurer might be your next big scam or an attempt to put your talents @@ -115,9 +115,9 @@ background: is_specific_to_adv: false name: Charlatan source: - - abbr: CRB - page_start: 61 - page_stop: 61 + - abbr: CRB + page_start: 61 + page_stop: 61 - descr: As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.\n\nChoose @@ -128,9 +128,9 @@ background: is_specific_to_adv: false name: Criminal source: - - abbr: CRB - page_start: 61 - page_stop: 61 + - abbr: CRB + page_start: 61 + page_stop: 61 - descr: You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a @@ -141,9 +141,9 @@ background: is_specific_to_adv: false name: Detective source: - - abbr: CRB - page_start: 61 - page_stop: 61 + - abbr: CRB + page_start: 61 + page_stop: 61 - descr: As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.\n\nChoose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability @@ -153,9 +153,9 @@ background: is_specific_to_adv: false name: Emissary source: - - abbr: CRB - page_start: 61 - page_stop: 61 + - abbr: CRB + page_start: 61 + page_stop: 61 - descr: Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.\n\nChoose two ability boosts. One must @@ -166,9 +166,9 @@ background: is_specific_to_adv: false name: Entertainer source: - - abbr: CRB - page_start: 61 - page_stop: 62 + - abbr: CRB + page_start: 61 + page_stop: 62 - descr: With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of @@ -180,9 +180,9 @@ background: is_specific_to_adv: false name: Farmhand source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.\n\nChoose @@ -193,9 +193,9 @@ background: is_specific_to_adv: false name: Field Medic source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. You might have used these skills to guide your community, or simply to make money. But even the slightest peek @@ -207,9 +207,9 @@ background: is_specific_to_adv: false name: Fortune Teller source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring @@ -220,9 +220,9 @@ background: is_specific_to_adv: false name: Gambler source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd’s attention pay off in a new adventuring life.\n\nChoose @@ -233,9 +233,9 @@ background: is_specific_to_adv: false name: Gladiator source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.\n\nChoose @@ -246,9 +246,9 @@ background: is_specific_to_adv: false name: Guard source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You’re adept at collecting the right natural cures in all sorts of environments and preparing them properly.\n\nChoose @@ -259,9 +259,9 @@ background: is_specific_to_adv: false name: Herbalist source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: In an isolated place—like a cave, remote oasis, or secluded mansion—you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. This might be a welcome reprieve from solitude or an unwanted @@ -274,9 +274,9 @@ background: is_specific_to_adv: false name: Hermit source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.\n\nChoose two @@ -287,9 +287,9 @@ background: is_specific_to_adv: false name: Hunter source: - - abbr: CRB - page_start: 62 - page_stop: 62 + - abbr: CRB + page_start: 62 + page_stop: 62 - descr: You’ve spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else’s @@ -300,9 +300,9 @@ background: is_specific_to_adv: false name: Laborer source: - - abbr: CRB - page_start: 62 - page_stop: 63 + - abbr: CRB + page_start: 62 + page_stop: 63 - descr: 'You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.\n\nChoose @@ -314,9 +314,9 @@ background: is_specific_to_adv: false name: Martial Disciple source: - - abbr: CRB - page_start: 63 - page_stop: 63 + - abbr: CRB + page_start: 63 + page_stop: 63 - descr: In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.\n\nChoose @@ -327,9 +327,9 @@ background: is_specific_to_adv: false name: Merchant source: - - abbr: CRB - page_start: 63 - page_stop: 63 + - abbr: CRB + page_start: 63 + page_stop: 63 - descr: You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor— and if you have to head back underground, this time you @@ -341,9 +341,9 @@ background: is_specific_to_adv: false name: Miner source: - - abbr: CRB - page_start: 63 - page_stop: 63 + - abbr: CRB + page_start: 63 + page_stop: 63 - descr: 'To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties @@ -356,9 +356,9 @@ background: is_specific_to_adv: false name: Noble source: - - abbr: CRB - page_start: 63 - page_stop: 63 + - abbr: CRB + page_start: 63 + page_stop: 63 - descr: Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.\n\nChoose @@ -370,9 +370,9 @@ background: is_specific_to_adv: false name: Nomad source: - - abbr: CRB - page_start: 63 - page_stop: 63 + - abbr: CRB + page_start: 63 + page_stop: 63 - descr: You might have been imprisoned for crimes (whether you were guilty or not), or enslaved for some part of your upbringing. In your adventuring life, you take full advantage of your newfound freedom.\n\nChoose two ability boosts. One must @@ -383,9 +383,9 @@ background: is_specific_to_adv: false name: Prisoner source: - - abbr: CRB - page_start: 63 - page_stop: 63 + - abbr: CRB + page_start: 63 + page_stop: 63 - descr: You heard the call of the sea from a young age. Perhaps you signed onto a merchant’s vessel, joined the navy, or even fell in with a crew of pirates and scalawags.\n\nChoose two ability boosts. One must be to Strength or Dexterity, @@ -395,9 +395,9 @@ background: is_specific_to_adv: false name: Sailor source: - - abbr: CRB - page_start: 63 - page_stop: 63 + - abbr: CRB + page_start: 63 + page_stop: 63 - descr: You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, @@ -409,9 +409,9 @@ background: is_specific_to_adv: false name: Scholar source: - - abbr: CRB - page_start: 63 - page_stop: 64 + - abbr: CRB + page_start: 63 + page_stop: 64 - descr: You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.\n\nChoose two ability @@ -422,9 +422,9 @@ background: is_specific_to_adv: false name: Scout source: - - abbr: CRB - page_start: 64 - page_stop: 64 + - abbr: CRB + page_start: 64 + page_stop: 64 - descr: You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your next meal. While some folk adventure for the glory, you do so to survive.\n\nChoose two ability boosts. One must be to Dexterity @@ -435,9 +435,9 @@ background: is_specific_to_adv: false name: Street Urchin source: - - abbr: CRB - page_start: 64 - page_stop: 64 + - abbr: CRB + page_start: 64 + page_stop: 64 - descr: Creating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you’ll come up with next. It might be a genius device with tremendous potential... @@ -448,9 +448,9 @@ background: is_specific_to_adv: false name: Tinker source: - - abbr: CRB - page_start: 64 - page_stop: 64 + - abbr: CRB + page_start: 64 + page_stop: 64 - descr: In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been @@ -462,12 +462,12 @@ background: is_specific_to_adv: false name: Warrior source: - - abbr: CRB - page_start: 64 - page_stop: 64 -- descr: You are the youngest child in a noble house (in [PI], [PI], or [PI]) - and stand to inherit nothing from your family. Although you have a minor title, - it affords you no lands or wealth, but it has garnered you a small amount of respect + - abbr: CRB + page_start: 64 + page_stop: 64 +- descr: You are the youngest child in a noble house (in [PI], [PI], or [PI]) and + stand to inherit nothing from your family. Although you have a minor title, it + affords you no lands or wealth, but it has garnered you a small amount of respect and deference in your travels. When play begins, you are riding in a caravan bound for [PI], where a cousin has promised to allow you to stay with them for a month.\n\nChoose two ability boosts. One must be to Dexterity or Intelligence, and one is a free @@ -477,24 +477,24 @@ background: is_specific_to_adv: true name: Lesser Scion source: - - abbr: TFoP - page_start: 55 - page_stop: 55 -- descr: You were training to become a knight in [PI] when the [PI] - escaped his imprisonment and destroyed the nation. It was only by dumb luck that - you are alive at all, but the memories of that fateful day haunt your dreams. - When play begins, you have boarded a caravan heading toward a new town, having - worn out your welcome at the taverns and inns of [PI].\n\nChoose two ability - boosts. One must be to Strength or Charisma, and one is a free ability boost.\n\nYou're - trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating - Glare skill feat. + - abbr: TFoP + page_start: 55 + page_stop: 55 +- descr: You were training to become a knight in [PI] when the [PI] escaped his imprisonment + and destroyed the nation. It was only by dumb luck that you are alive at all, + but the memories of that fateful day haunt your dreams. When play begins, you + have boarded a caravan heading toward a new town, having worn out your welcome + at the taverns and inns of [PI].\n\nChoose two ability boosts. One must be to + Strength or Charisma, and one is a free ability boost.\n\nYou're trained in the + Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare + skill feat. is_comty_use: false is_specific_to_adv: true name: Lost and Alone source: - - abbr: TFoP - page_start: 55 - page_stop: 55 + - abbr: TFoP + page_start: 55 + page_stop: 55 - descr: You received training from clergy in a faraway temple, who sent you out into the world to spread the faith. Although you are relatively new at this, you are always on the lookout for new places in need of your deity’s teachings and guidance. @@ -507,76 +507,75 @@ background: is_specific_to_adv: true name: Missionary source: - - abbr: TFoP - page_start: 55 - page_stop: 55 -- descr: The fighting around the [PI] region has forced many of the people - residing there to flee from the violence. Although your home is gone, you have - managed to survive and are making your way south in search of a better life. When - play begins, you are riding along in a caravan taking you to what might be either - a new home in [PI] or simply another waypoint in your journey.\n\nChoose two - ability boosts. One must be to Constitution or Intelligence, and one is a free - ability boost.\n\nYou're trained in the Survival skill and the Hunting Lore skill. - You gain the Forager skill feat. + - abbr: TFoP + page_start: 55 + page_stop: 55 +- descr: The fighting around the [PI] region has forced many of the people residing + there to flee from the violence. Although your home is gone, you have managed + to survive and are making your way south in search of a better life. When play + begins, you are riding along in a caravan taking you to what might be either a + new home in [PI] or simply another waypoint in your journey.\n\nChoose two ability + boosts. One must be to Constitution or Intelligence, and one is a free ability + boost.\n\nYou're trained in the Survival skill and the Hunting Lore skill. You + gain the Forager skill feat. is_comty_use: false is_specific_to_adv: true name: Refugee source: - - abbr: TFoP - page_start: 55 - page_stop: 55 + - abbr: TFoP + page_start: 55 + page_stop: 55 - descr: You left your home a few months back for a life on the road, working for one caravan company and then another, always on the lookout for a new job and - a better life. Last week, you were hired by the [PI] company in [PI]. - You don’t know anyone from the company just yet, but most of its members seem - to be honest merchants and traders.\n\nChoose two ability boosts. One must be - to Strength or Wisdom, and one is a free ability boost.\n\nYou're trained in the - Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat. + a better life. Last week, you were hired by the [PI] company in [PI]. You don’t + know anyone from the company just yet, but most of its members seem to be honest + merchants and traders.\n\nChoose two ability boosts. One must be to Strength or + Wisdom, and one is a free ability boost.\n\nYou're trained in the Nature skill + and the Mercantile Lore skill. You gain the Train Animal skill feat. is_comty_use: false is_specific_to_adv: true name: Teamster source: - - abbr: TFoP - page_start: 55 - page_stop: 55 + - abbr: TFoP + page_start: 55 + page_stop: 55 - descr: Dragons have fascinated you for as long as you can remember. The potent power they possess, the long lives they lead, the ancient traditions they inspire—whatever the source of your interest, you’ve spent much of your life to this point immersed in all things draconic. These studies have bolstered your self-confidence and given you a wide range of methods and tactics you can use to impose your will - on others.\n\nYou’ve likely chosen to attend the [PI] as a way to seek - funds as an adventurer to afford more texts about dragons or perhaps out of a - desire to encounter one in real life.\n\nChoose two ability boosts. One must be - to Strength or Charisma, and one is a free ability boost.\n\nYou're trained in - the Intimidation skill and the Dragon Lore skill. You gain the Intimidating Glare - skill feat. + on others.\n\nYou’ve likely chosen to attend the [PI] as a way to seek funds as + an adventurer to afford more texts about dragons or perhaps out of a desire to + encounter one in real life.\n\nChoose two ability boosts. One must be to Strength + or Charisma, and one is a free ability boost.\n\nYou're trained in the Intimidation + skill and the Dragon Lore skill. You gain the Intimidating Glare skill feat. is_comty_use: false is_specific_to_adv: true name: Dragon Scholar source: - - abbr: AoAPG - page_start: 4 - page_stop: 4 + - abbr: AoAPG + page_start: 4 + page_stop: 4 - descr: Until recently, the nation of [PI] was part of the larger nation of [PI], where the church of Asmodeus is the law and slaves are traded freely in the open market. You had the poor fortune to be born into slavery, but the good luck to - have grown up in the city of [PI]. When [PI] seceded from [PI], the - leaders of this new nation freed all slaves, and you’ve wasted no time in exploring - and establishing your new life. How and why you’ve come to [PI] is left to - you to decide—but the fact that you feel empowered to determine your own destiny - continues to drive you!\n\n The chance to become an adventurer has excited you - for some time, as you hope to build a new life for yourself as a hero rewarded - with fame and fortune. Joining the [PI] is a great opportunity to find - a group to adventure with.\n\nChoose two ability boosts. One must be to Dexterity - or Charisma, and one is a free ability boost.\n\nYou're trained in the Stealth - skill and the [PI] Lore skill. You gain the Terrain Stalker skill feat. + have grown up in the city of [PI]. When [PI] seceded from [PI], the leaders of + this new nation freed all slaves, and you’ve wasted no time in exploring and establishing + your new life. How and why you’ve come to [PI] is left to you to decide—but the + fact that you feel empowered to determine your own destiny continues to drive + you!\n\n The chance to become an adventurer has excited you for some time, as + you hope to build a new life for yourself as a hero rewarded with fame and fortune. + Joining the [PI] is a great opportunity to find a group to adventure with.\n\nChoose + two ability boosts. One must be to Dexterity or Charisma, and one is a free ability + boost.\n\nYou're trained in the Stealth skill and the [PI] Lore skill. You gain + the Terrain Stalker skill feat. is_comty_use: false is_specific_to_adv: true name: Emancipated source: - - abbr: AoAPG - page_start: 4 - page_stop: 4 + - abbr: AoAPG + page_start: 4 + page_stop: 4 - descr: You’ve been haunted by frightening dreams of fires your whole life. This could be the result of a past, neardeath experience with fire or it might have no obvious source that you know of. Recently, you stumbled upon an image, story, @@ -586,124 +585,123 @@ background: you can about the god. Your visions have bolstered your faith as well; even if you don’t worship a specific deity, you have a deep passion for matters of faith.\n\n Your latest dream, for the first time, had enough details to identify its setting—in - this last dream, you saw the town of [PI] burning. You’ve decided to join - the [PI] hoping to save the town you fear might burn to the ground - soon.\n\nChoose two ability boosts. One must be to Constitution or Wisdom, and - one is a free ability boost.\n\nYou're trained in the Religion skill and the [PI] - Lore skill. You gain the Student of the Canon skill feat. + this last dream, you saw the town of [PI] burning. You’ve decided to join the + [PI] hoping to save the town you fear might burn to the ground soon.\n\nChoose + two ability boosts. One must be to Constitution or Wisdom, and one is a free ability + boost.\n\nYou're trained in the Religion skill and the [PI] Lore skill. You gain + the Student of the Canon skill feat. is_comty_use: false is_specific_to_adv: true name: Haunting Vision source: - - abbr: AoAPG - page_start: 4 - page_stop: 5 -- descr: The various [PI] intrigue you, whether you seek to become one - of their number yourself, wish to oppose their goals at every turn, or are merely - inspired by or curious to learn more about them. You’ve heard that when the [PI] abandoned [PI], they left behind the deed to the castle - so anyone brave enough to explore the ruins and the defenses no doubt left behind - would be rewarded with ownership of the abandoned fortress.\n\n You decided to - join the [PI] to hoping to gain an opportunity to explore [PI].\n\nChoose - two ability boosts. One must be to Strength or Intelligence, and one is a free - ability boost.\n\nYou're trained in the Society skill and the Architecture Lore - skill. You gain the Courtly Graces skill feat. + - abbr: AoAPG + page_start: 4 + page_stop: 5 +- descr: The various [PI] intrigue you, whether you seek to become one of their number + yourself, wish to oppose their goals at every turn, or are merely inspired by + or curious to learn more about them. You’ve heard that when the [PI] abandoned + [PI], they left behind the deed to the castle so anyone brave enough to explore + the ruins and the defenses no doubt left behind would be rewarded with ownership + of the abandoned fortress.\n\n You decided to join the [PI] to hoping to gain + an opportunity to explore [PI].\n\nChoose two ability boosts. One must be to Strength + or Intelligence, and one is a free ability boost.\n\nYou're trained in the Society + skill and the Architecture Lore skill. You gain the Courtly Graces skill feat. is_comty_use: false is_specific_to_adv: true name: Hellknight Historian source: - - abbr: AoAPG - page_start: 5 - page_stop: 5 -- descr: You’re from [PI] and have lived there most, if not all, of your life. - You might be the son or daughter of a wellknown local adventuring family, or a - family with a storied tradition of military or other martial service. You likely - also have some sort of skill with your hands, as the people of [PI] are very - self-sufficient.\n\n The [PI] is one of your hometown’s most iconic - traditions, and you want to attend so you can prove your own merits to the council—beyond - simply those of your family’s name.\n\nChoose two ability boosts. One must be - to Constitution or Charisma, and one is a free ability boost.\n\nYou're trained - in the Crafting skill and the [PI] Lore skill. You gain the Specialty Crafting - skill feat. + - abbr: AoAPG + page_start: 5 + page_stop: 5 +- descr: You’re from [PI] and have lived there most, if not all, of your life. You + might be the son or daughter of a wellknown local adventuring family, or a family + with a storied tradition of military or other martial service. You likely also + have some sort of skill with your hands, as the people of [PI] are very self-sufficient.\n\n + The [PI] is one of your hometown’s most iconic traditions, and you want to attend + so you can prove your own merits to the council—beyond simply those of your family’s + name.\n\nChoose two ability boosts. One must be to Constitution or Charisma, and + one is a free ability boost.\n\nYou're trained in the Crafting skill and the [PI] + Lore skill. You gain the Specialty Crafting skill feat. is_comty_use: false is_specific_to_adv: true name: Local Scion source: - - abbr: AoAPG - page_start: 5 - page_stop: 5 -- descr: 'You’ve never been to [PI], nor do you have roots in the town, but as - chance has it you find yourself visiting. You might be here traveling with a friend, + - abbr: AoAPG + page_start: 5 + page_stop: 5 +- descr: 'You’ve never been to [PI], nor do you have roots in the town, but as chance + has it you find yourself visiting. You might be here traveling with a friend, visiting an old acquaintance, or merely here to see a new part of the world. Before coming to town, though, you spent many years living with an ancestry other than your own, and your diverse childhood has left you with an open mind and a curious nature.\n\n You’re excited to meet new people and cultures, and answering the - [PI] seems to be an interesting way to do so.\n\nChoose two ability - boosts. One must be to Constitution or Intelligence, and one is a free ability - boost.\n\nYou''re trained in the Diplomacy skill and a Lore skill thematically - associated with the members of the ancestry you grew up with: Dwarf, Elf, Gnome, - Goblin, or Halfling. You gain the Hobnobber skill feat.' + [PI] seems to be an interesting way to do so.\n\nChoose two ability boosts. One + must be to Constitution or Intelligence, and one is a free ability boost.\n\nYou''re + trained in the Diplomacy skill and a Lore skill thematically associated with the + members of the ancestry you grew up with: Dwarf, Elf, Gnome, Goblin, or Halfling. + You gain the Hobnobber skill feat.' is_comty_use: false is_specific_to_adv: true name: Out-of-Towner source: - - abbr: AoAPG - page_start: 5 - page_stop: 5 -- descr: You’re likely from [PI], but unlike the Local Scion, your family has - no notable legacy in the area. You might not even have much of a family at all - to call your own, and could be an orphan. You’ve seen so many people make names - for themselves that you set out on your own and spent some time abroad in the - jungles or deserts of Garund or in the upper reaches of the [PI]—regions - that proved too dangerous to remain in for long on your own. You returned home - with more caution and knowledge of the world beyond [PI]’s borders, but still - determined to win fame.\n\n You’ve decided that joining an adventuring group would - be the best way to secure aid in your quest to build your own reputation, and - are attending the [PI] to find such allies.\n\nChoose two ability boosts. - One must be to Dexterity or Intelligence, and one is a free ability boost.\n\nYou're - trained in the Survival skill and the [PI], Desert, or Jungle Lore skill. - You gain the Terrain Expertise skill feat (underground if you have [PI] Lore, - desert if you have Desert Lore, or forest if you have Jungle Lore). + - abbr: AoAPG + page_start: 5 + page_stop: 5 +- descr: You’re likely from [PI], but unlike the Local Scion, your family has no notable + legacy in the area. You might not even have much of a family at all to call your + own, and could be an orphan. You’ve seen so many people make names for themselves + that you set out on your own and spent some time abroad in the jungles or deserts + of Garund or in the upper reaches of the [PI]—regions that proved too dangerous + to remain in for long on your own. You returned home with more caution and knowledge + of the world beyond [PI]’s borders, but still determined to win fame.\n\n You’ve + decided that joining an adventuring group would be the best way to secure aid + in your quest to build your own reputation, and are attending the [PI] to find + such allies.\n\nChoose two ability boosts. One must be to Dexterity or Intelligence, + and one is a free ability boost.\n\nYou're trained in the Survival skill and the + [PI], Desert, or Jungle Lore skill. You gain the Terrain Expertise skill feat + (underground if you have [PI] Lore, desert if you have Desert Lore, or forest + if you have Jungle Lore). is_comty_use: false is_specific_to_adv: true name: Reputation Seeker source: - - abbr: AoAPG - page_start: 5 - page_stop: 5 -- descr: You aren’t from [PI] yourself—you might not even be from [PI] or [PI] - at all. You’ve lived a hard life, in any event. You have often had to make tough + - abbr: AoAPG + page_start: 5 + page_stop: 5 +- descr: You aren’t from [PI] yourself—you might not even be from [PI] or [PI] at + all. You’ve lived a hard life, in any event. You have often had to make tough decisions, and have developed a knack for understanding how things work (and the best way to take them apart) that has helped you support yourself. Recently you discovered that an ancestor was from the town of [PI] and had a modest career as an adventurer. You can’t help but wonder if you would have had an easier life if you’d grown up there instead, and have decided to seek out this small town - to learn more about it.\n\nYou’ve decided to respond to the [PI] to - follow in your ancestor’s footsteps, either to honor their memory or accomplish - the great deeds they did not.\n\nChoose two ability boosts. One must be to Dexterity - or Wisdom, and one is a free ability boost.\n\nYou're trained in the Thievery - skill and the Engineering Lore skill. You gain the Pickpocket skill feat. + to learn more about it.\n\nYou’ve decided to respond to the [PI] to follow in + your ancestor’s footsteps, either to honor their memory or accomplish the great + deeds they did not.\n\nChoose two ability boosts. One must be to Dexterity or + Wisdom, and one is a free ability boost.\n\nYou're trained in the Thievery skill + and the Engineering Lore skill. You gain the Pickpocket skill feat. is_comty_use: false is_specific_to_adv: true name: Returning Descendant source: - - abbr: AoAPG - page_start: 5 - page_stop: 6 + - abbr: AoAPG + page_start: 5 + page_stop: 6 - descr: Whether you are a local or from out of town, you’ve heard rumors that [PI]’s past contains a hidden secret. Perhaps you’ve heard strange rumors that the town’s - founder, [PI], was not the hero everyone touts, or maybe your grandmother - heard stories from her own grandmother that contradict the town’s accepted narrative + founder, [PI], was not the hero everyone touts, or maybe your grandmother heard + stories from her own grandmother that contradict the town’s accepted narrative of its establishment. In the pursuit of the truth, you’ve learned to navigate the tangles of politics, and to never take anyone’s word at face value.\n\n You - plan to join the [PI] so that you can make yourself known to the council, - or perhaps even ingratiating yourself to them, so you can seek the truth and eventually - uncover [PI]’s secrets!\n\nChoose two ability boosts. One must be to Strength - or Wisdom, and one is a free ability boost.\n\nYou're trained in the Deception - skill and the Politics Lore skill. You gain the Lie to Me skill feat. + plan to join the [PI] so that you can make yourself known to the council, or perhaps + even ingratiating yourself to them, so you can seek the truth and eventually uncover + [PI]’s secrets!\n\nChoose two ability boosts. One must be to Strength or Wisdom, + and one is a free ability boost.\n\nYou're trained in the Deception skill and + the Politics Lore skill. You gain the Lie to Me skill feat. is_comty_use: true is_specific_to_adv: true name: Truth Seeker source: - - abbr: AoAPG - page_start: 6 - page_stop: 6 + - abbr: AoAPG + page_start: 6 + page_stop: 6 diff --git a/data/yaml/basics.yaml b/data/yaml/basics.yaml index 7a6b435..eb26311 100644 --- a/data/yaml/basics.yaml +++ b/data/yaml/basics.yaml @@ -1,137 +1,135 @@ ---- abilityscore: - - flag_rep: 1 - short_name: STR - long_name: Strength - - flag_rep: 2 - short_name: DEX - long_name: Dexterity - - flag_rep: 4 - short_name: CON - long_name: Constitution - - flag_rep: 8 - short_name: INT - long_name: Intelligence - - flag_rep: 16 - short_name: Wis - long_name: Wisdom - - flag_rep: 32 - short_name: CHA - long_name: Charisma - - flag_rep: 64 - short_name: Free1 - long_name: Free 1 - - flag_rep: 128 - short_name: Free2 - long_name: Free 2 +- flag_rep: 1 + long_name: Strength + short_name: STR +- flag_rep: 2 + long_name: Dexterity + short_name: DEX +- flag_rep: 4 + long_name: Constitution + short_name: CON +- flag_rep: 8 + long_name: Intelligence + short_name: INT +- flag_rep: 16 + long_name: Wisdom + short_name: Wis +- flag_rep: 32 + long_name: Charisma + short_name: CHA +- flag_rep: 64 + long_name: Free 1 + short_name: Free1 +- flag_rep: 128 + long_name: Free 2 + short_name: Free2 actioncost: - - name: Single Action - abbr: 1 - - name: Two Actions - abbr: 2 - - name: Three Actions - abbr: 3 - - name: Free Action - abbr: F - - name: Reaction - abbr: R - - name: Varies - abbr: V - - name: 1 minute - abbr: 1m - - name: 10 minutes - abbr: 10m - - name: 1 hour - abbr: 1h +- abbr: 1 + name: Single Action +- abbr: 2 + name: Two Actions +- abbr: 3 + name: Three Actions +- abbr: F + name: Free Action +- abbr: R + name: Reaction +- abbr: V + name: Varies +- abbr: 1m + name: 1 minute +- abbr: 10m + name: 10 minutes +- abbr: 1h + name: 1 hour alignment: - - name: Lawful Good - abbr: LG - - name: Neutral Good - abbr: NG - - name: Chaotic Good - abbr: CG - - name: Lawful Neutral - abbr: LN - - name: True Neutral - abbr: N - - name: Chaotic Neutral - abbr: CN - - name: Lawful Evil - abbr: LE - - name: Neutral Evil - abbr: NE - - name: Chaotic Evil - abbr: CE +- abbr: LG + name: Lawful Good +- abbr: NG + name: Neutral Good +- abbr: CG + name: Chaotic Good +- abbr: LN + name: Lawful Neutral +- abbr: N + name: True Neutral +- abbr: CN + name: Chaotic Neutral +- abbr: LE + name: Lawful Evil +- abbr: NE + name: Neutral Evil +- abbr: CE + name: Chaotic Evil 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 - space_in_ft: 4 - reach_tall_ft: 0 - reach_long_ft: 0 - - name: Small - space_in_ft: 5 - reach_tall_ft: 5 - reach_long_ft: 5 - - name: Medium - space_in_ft: 5 - reach_tall_ft: 5 - reach_long_ft: 5 - - name: Large - space_in_ft: 10 - reach_tall_ft: 10 - reach_long_ft: 5 - - name: Huge - space_in_ft: 15 - reach_tall_ft: 15 - reach_long_ft: 10 - - name: Gargantuan - space_in_ft: 20 - reach_tall_ft: 20 - reach_long_ft: 15 +- name: Tiny + reach_long_ft: 0 + reach_tall_ft: 0 + space_in_ft: 4 +- name: Small + reach_long_ft: 5 + reach_tall_ft: 5 + space_in_ft: 5 +- name: Medium + reach_long_ft: 5 + reach_tall_ft: 5 + space_in_ft: 5 +- name: Large + reach_long_ft: 5 + reach_tall_ft: 10 + space_in_ft: 10 +- name: Huge + reach_long_ft: 10 + reach_tall_ft: 15 + space_in_ft: 15 +- name: Gargantuan + reach_long_ft: 15 + reach_tall_ft: 20 + space_in_ft: 20 weaponcategory: - - Unarmed - - Simple - - Martial - - Advanced -... +- Unarmed +- Simple +- Martial +- Advanced diff --git a/data/yaml/bulks.yaml b/data/yaml/bulks.yaml index 2d7ccfc..36b5e98 100644 --- a/data/yaml/bulks.yaml +++ b/data/yaml/bulks.yaml @@ -1,51 +1,50 @@ -# NOTE: python script assumes that each bulk item only has a single source entry bulk: - - abbr: '-' - name: Negligible - numerical: 0.0 - source: - - abbr: CRB - page_start: 271 - page_stop: 272 - - abbr: L - name: Light - numerical: 0.1 - source: - - abbr: CRB - page_start: 271 - page_stop: 272 - - abbr: 1 - name: One - numerical: 1.0 - source: - - abbr: CRB - page_start: 271 - page_stop: 272 - - abbr: 2 - name: Two - numerical: 2.0 - source: - - abbr: CRB - page_start: 271 - page_stop: 272 - - abbr: 3 - name: Three - numerical: 3.0 - source: - - abbr: CRB - page_start: 271 - page_stop: 272 - - abbr: 4 - name: Four - numerical: 4.0 - source: - - abbr: CRB - page_start: 271 - page_stop: 272 - - abbr: 5 - name: Five - numerical: 5.0 - source: - - abbr: CRB - page_start: 271 - page_stop: 272 +- abbr: '-' + name: Negligible + numerical: 0.0 + source: + - abbr: CRB + page_start: 271 + page_stop: 272 +- abbr: L + name: Light + numerical: 0.1 + source: + - abbr: CRB + page_start: 271 + page_stop: 272 +- abbr: 1 + name: One + numerical: 1.0 + source: + - abbr: CRB + page_start: 271 + page_stop: 272 +- abbr: 2 + name: Two + numerical: 2.0 + source: + - abbr: CRB + page_start: 271 + page_stop: 272 +- abbr: 3 + name: Three + numerical: 3.0 + source: + - abbr: CRB + page_start: 271 + page_stop: 272 +- abbr: 4 + name: Four + numerical: 4.0 + source: + - abbr: CRB + page_start: 271 + page_stop: 272 +- abbr: 5 + name: Five + numerical: 5.0 + source: + - abbr: CRB + page_start: 271 + page_stop: 272 diff --git a/data/yaml/cleanyaml.py b/data/yaml/cleanyaml.py index 379835c..0ab4f8f 100644 --- a/data/yaml/cleanyaml.py +++ b/data/yaml/cleanyaml.py @@ -8,7 +8,7 @@ yfiles = ["actions.yaml", "basics.yaml", "bulks.yaml", "conditions.yaml", - "damages.yaml", + "damage.yaml", "feats-levels-false-matches.yaml", "feats.yaml", "langs.yaml", @@ -23,11 +23,13 @@ yfiles = ["actions.yaml", def main(): for x in yfiles: + print("Doing: {}".formate(X)) with open(x, 'r') as r: data = yaml.full_load(r) final = yaml.safe_dump(data, allow_unicode=True) with open(x, 'w') as f: f.write(final) + print("\tDone.") if __name__ == "__main__": diff --git a/data/yaml/conditions.yaml b/data/yaml/conditions.yaml index b9aca45..18f29d1 100644 --- a/data/yaml/conditions.yaml +++ b/data/yaml/conditions.yaml @@ -1,418 +1,712 @@ condition: - - name: Blinded - short_descr: You're unable to see. - descr: "You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a 4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 618 - page_stop: 618 - - name: Clumsy - short_descr: All your actions become clumsy and inexact. - descr: "Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 618 - page_stop: 618 - - name: Concealed - short_descr: You become difficult for a creature to see. - descr: "While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you’re tougher to target. A creature that you’re concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren’t subject to this flat check. If the check fails, the attack, spell, or effect doesn’t affect you." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 618 - page_stop: 618 - - name: Confused - short_descr: You lose your wits and attack wildly. - descr: "You don’t have your wits about you, and you attack wildly. You are flat-footed, you don’t treat anyone as your ally (though they might still treat you as theirs), and you can’t Delay, Ready, or use reactions.\n\nYou use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.\n\nEach time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 618 - page_stop: 618 - - name: Controlled - short_descr: You are no longer in control of your own actions. - descr: "Someone else is making your decisions for you, usually because you’re being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 618 - page_stop: 618 - - name: Dazzled - short_descr: Your eyes are overstimulated and you can't see clearly. - descr: "Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 619 - - name: Deafened - short_descr: You are unable to hear. - descr: "You can’t hear. You automatically critically fail Perception checks that require you to be able to hear. You take a 2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to auditory effects." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 619 - - name: Doomed - short_descr: A powerful force is calling you to death. - descr: "A powerful force has gripped your soul, calling you closer to death. Doomed always includes a value. The dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. When you die, you’re no longer doomed.\n\nYour doomed value decreases by 1 each time you get a full night’s rest." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 619 - - name: Drained - short_descr: You have lost some of your blood or life force. - descr: "When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.\n\nEach time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 619 - - name: Dying - short_descr: You are nearly dead. - descr: "You are bleeding out or otherwise at death’s door. While you have this condition, you are unconscious. Dying always includes a value, and if it ever reaches dying 4, you die. If you’re dying, you must attempt a recovery check (page 459) at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.\n\nIf you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 619 - - name: Encumbered - short_descr: You are carrying too much weight to carry. - descr: "You are carrying more weight than you can manage. While you’re encumbered, you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 619 - - name: Enfeebled - short_descr: You are physically weakened. - descr: "You’re physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 619 - - name: Fascinated - short_descr: You are compelled to focus your attention on something. - descr: "You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a 2 status penalty to Perception and skill checks, and you can’t use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 619 - page_stop: 620 - - name: Fatigued - short_descr: You are tired and can not summon much energy. - descr: "You’re tired and can’t summon much energy. You take a 1 status penalty to AC and saving throws. While exploring, you can’t choose an exploration activity.\n\nYou recover from fatigue after a full night’s rest." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Flat-Footed - short_descr: You are unable to focus your attention on your own defense. - descr: "You’re distracted or otherwise unable to focus your full attention on defense. You take a 2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Othersespecially conditionscan make you universally flat-footed against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”" - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Fleeing - short_descr: You are forced to run away. - descr: "You’re forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can’t Delay or Ready while fleeing." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Friendly - short_descr: This creature likes you. - descr: "This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn’t cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Frightened - short_descr: You are gripped with fear. - descr: "You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Grabbed - short_descr: Another creature is holding you in place. - descr: "You’re held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Helpful - short_descr: This creature feels a desire to help you. - descr: "This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life. If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Hidden - short_descr: A creature knows you are around but cannot find you. - descr: "While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you’re hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails affect you. Area effects aren’t subject to this flat check.\n\nA creature might be able to use the Seek action to try to observe you, as described on page 471 CRB." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Hostile - short_descr: This creature wished haem upon you. - descr: "This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is hostile to a character actively seeks to harm that character. It doesn’t necessarily attack, but it won’t accept Requests from the character." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Immobilized - short_descr: You are unable to move. - descr: "You can’t use any action with the move trait. If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Indifferent - short_descr: This creature doesn't care about you. - descr: "This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is indifferent to a character doesn’t really care one way or the other about that character. Assume a creature’s attitude to a given character is indifferent unless specified otherwise." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 620 - - name: Invisible - short_descr: You cannot be seen. - descr: "While invisible, you can’t be seen. You’re undetected to everyone. Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak. You can’t become observed while invisible except via special abilities or magic." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 620 - page_stop: 621 - - name: Observed - short_descr: Anything in plain view is observed by you. - descr: "Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 621 - page_stop: 621 - - name: Paralyzed - short_descr: You are frozen in place. - descr: "Your body is frozen in place. You have the flat-footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you can’t Seek while paralyzed." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 621 - page_stop: 621 - - name: Persistent Damage - short_descr: You take damage from a source over time. - descr: "Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 621 - page_stop: 621 - - name: Petrified - short_descr: You have been turned to stone. - descr: "You have been turned to stone. You can’t act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold. When you’re turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 621 - page_stop: 621 - - name: Prone - short_descr: You are lying on the ground. - descr: "You’re lying on the ground. You are flat-footed and take a 2 circumstance penalty to attack rolls. The only move actions you can use while you’re prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).\n\nIf you would be knocked prone while you’re Climbing or Flying, you fall (see pages 463464 for the rules on falling). You can’t be knocked prone when Swimming." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 621 - page_stop: 621 - - name: Quickened - short_descr: You are able to move faster than normal. - descr: "You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 622 - page_stop: 622 - - name: Restrained - short_descr: You are tied up and can barely move. - descr: "You’re tied up and can barely move, or a creature has you pinned. You have the flat-footed and immobilized conditions, and you can’t use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 622 - page_stop: 622 - - name: Sickened - short_descr: You feel ill. - descr: "You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can’t willingly ingest anythingincluding elixirs and potionswhile sickened.\n\nYou can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success)." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 622 - page_stop: 622 - - name: Slowed - short_descr: You move slower than normal. - descr: "You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 622 - page_stop: 622 - - name: Stunned - short_descr: You lose your senses. - descr: "You’ve become senseless. You can’t act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.\n\nStunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 622 - page_stop: 622 - - name: Stupefied - short_descr: Your thoughts are indistinct and clouded - descr: "Your thoughts and indistinct and clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 622 - page_stop: 622 - - name: Unconscious - short_descr: You are sleeping or knocked out. - descr: "You’re sleeping, or you’ve been knocked out. You can’t act. You take a 4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.\n\nIf you’re unconscious because you’re dying, you can’t wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.\n\nIf you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.\n\nIf you’re unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.\n\n- You take damage, provided the damage doesn’t reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.\n- You receive healing, other than the natural healing you get from resting.\n- Someone shakes you awake with an Interact action.\n- There’s loud noise going on around youthough this isn’t automatic. At the start of your turn, you automatically attempt a Perception check against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.\n- If you are simply asleep, the GM decides you wake up either because you have had a restful night’s sleep or something disrupted that rest." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 622 - page_stop: 623 - - name: Undetected - short_descr: A creature can not sense or track you. - descr: "When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can’t target you, though you still can be affected by abilities that target an area. When you’re undetected by a creature, that creature is flat-footed to you.\n\nA creature you’re undetected by can guess which square you’re in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described on page 466), but the flat check and attack roll are rolled in secret by the GM, who doesn’t reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square.\n\nA creature can use the Seek action to try to find you, as described on page 471 CRB." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 623 - page_stop: 623 - - name: Unfriendly - short_descr: A creature feels disdain for you. - descr: "This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The unfriendly creature won’t accept Requests from the character." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 623 - page_stop: 623 - - name: Unnoticed - short_descr: A creature has no idea about your presence. - descr: "If you are unnoticed by a creature, that creature has no idea you are present at all. When you’re unnoticed, you’re also undetected by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 623 - page_stop: 623 - - name: Wounded - short_descr: You have been seriously injured. - descr: "You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.\n\nThe wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes." - source: - - abbr: CRB - page_start: 454 - page_stop: 454 - - abbr: CRB - page_start: 623 - page_stop: 623 - - name: Broken - short_descr: This object has been broken. - descr: "Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can’t be used for its normal function, nor does it grant bonuses-with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: -1 for broken light armor, -2 for broken medium armor, or -3 for broken heavy armor.\n\nA broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.\n\nIf an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item’s current HP to the Broken Threshold." - source: - - abbr: CRB - page_start: 618 - page_stop: 618 +- descr: You can't see. All normal terrain is difficult terrain to you. You can't + detect anything using vision. You automatically critically fail Perception checks + that require you to be able to see, and if vision is your only precise sense, + you take a 4 status penalty to Perception checks. You are immune to visual effects. + Blinded overrides dazzled. + name: Blinded + short_descr: You're unable to see. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 618 + page_stop: 618 +- descr: Your movements become clumsy and inexact. Clumsy always includes a value. + You take a status penalty equal to the condition value to Dexterity-based checks + and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using + Acrobatics, Stealth, and Thievery. + name: Clumsy + short_descr: All your actions become clumsy and inexact. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 618 + page_stop: 618 +- descr: While you are concealed from a creature, such as in a thick fog, you are + difficult for that creature to see. You can still be observed, but you’re tougher + to target. A creature that you’re concealed from must succeed at a DC 5 flat check + when targeting you with an attack, spell, or other effect. Area effects aren’t + subject to this flat check. If the check fails, the attack, spell, or effect doesn’t + affect you. + name: Concealed + short_descr: You become difficult for a creature to see. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 618 + page_stop: 618 +- descr: 'You don’t have your wits about you, and you attack wildly. You are flat-footed, + you don’t treat anyone as your ally (though they might still treat you as theirs), + and you can’t Delay, Ready, or use reactions. + + + You use all your actions to Strike or cast offensive cantrips, though the GM can + have you use other actions to facilitate attack, such as draw a weapon, move so + that a target is in reach, and so forth. Your targets are determined randomly + by the GM. If you have no other viable targets, you target yourself, automatically + hitting but not scoring a critical hit. If it’s impossible for you to attack or + cast spells, you babble incoherently, wasting your actions. + + + Each time you take damage from an attack or spell, you can attempt a DC 11 flat + check to recover from your confusion and end the condition.' + name: Confused + short_descr: You lose your wits and attack wildly. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 618 + page_stop: 618 +- descr: Someone else is making your decisions for you, usually because you’re being + commanded or magically dominated. The controller dictates how you act and can + make you use any of your actions, including attacks, reactions, or even Delay. + The controller usually does not have to spend their own actions when controlling + you. + name: Controlled + short_descr: You are no longer in control of your own actions. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 618 + page_stop: 618 +- descr: Your eyes are overstimulated. If vision is your only precise sense, all creatures + and objects are concealed from you. + name: Dazzled + short_descr: Your eyes are overstimulated and you can't see clearly. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 619 +- descr: You can’t hear. You automatically critically fail Perception checks that + require you to be able to hear. You take a 2 status penalty to Perception checks + for initiative and checks that involve sound but also rely on other senses. If + you perform an action with the auditory trait, you must succeed at a DC 5 flat + check or the action is lost; attempt the check after spending the action but before + any effects are applied. You are immune to auditory effects. + name: Deafened + short_descr: You are unable to hear. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 619 +- descr: 'A powerful force has gripped your soul, calling you closer to death. Doomed + always includes a value. The dying value at which you die is reduced by your doomed + value. If your maximum dying value is reduced to 0, you instantly die. When you + die, you’re no longer doomed. + + + Your doomed value decreases by 1 each time you get a full night’s rest.' + name: Doomed + short_descr: A powerful force is calling you to death. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 619 +- descr: 'When a creature successfully drains you of blood or life force, you become + less healthy. Drained always includes a value. You take a status penalty equal + to your drained value on Constitution-based checks, such as Fortitude saves. You + also lose a number of Hit Points equal to your level (minimum 1) times the drained + value, and your maximum Hit Points are reduced by the same amount. For example, + if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, + you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit + Points doesn’t count as taking damage. + + + Each time you get a full night’s rest, your drained value decreases by 1. This + increases your maximum Hit Points, but you don’t immediately recover the lost + Hit Points.' + name: Drained + short_descr: You have lost some of your blood or life force. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 619 +- descr: 'You are bleeding out or otherwise at death’s door. While you have this condition, + you are unconscious. Dying always includes a value, and if it ever reaches dying + 4, you die. If you’re dying, you must attempt a recovery check (page 459) at the + start of your turn each round to determine whether you get better or worse. Your + dying condition increases by 1 if you take damage while dying, or by 2 if you + take damage from an enemy’s critical hit or a critical failure on your save. + + + If you lose the dying condition by succeeding at a recovery check and are still + at 0 Hit Points, you remain unconscious, but you can wake up as described in that + condition. You lose the dying condition automatically and wake up if you ever + have 1 Hit Point or more. Any time you lose the dying condition, you gain the + wounded 1 condition, or increase your wounded condition value by 1 if you already + have that condition.' + name: Dying + short_descr: You are nearly dead. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 619 +- descr: You are carrying more weight than you can manage. While you’re encumbered, + you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties + to your Speed, this can’t reduce your Speed below 5 feet. + name: Encumbered + short_descr: You are carrying too much weight to carry. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 619 +- descr: You’re physically weakened. Enfeebled always includes a value. When you are + enfeebled, you take a status penalty equal to the condition value to Strength-based + rolls and DCs, including Strength-based melee attack rolls, Strength-based damage + rolls, and Athletics checks. + name: Enfeebled + short_descr: You are physically weakened. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 619 +- descr: You are compelled to focus your attention on something, distracting you from + whatever else is going on around you. You take a 2 status penalty to Perception + and skill checks, and you can’t use actions with the concentrate trait unless + they or their intended consequences are related to the subject of your fascination + (as determined by the GM). For instance, you might be able to Seek and Recall + Knowledge about the subject, but you likely couldn’t cast a spell targeting a + different creature. This condition ends if a creature uses hostile actions against + you or any of your allies. + name: Fascinated + short_descr: You are compelled to focus your attention on something. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 619 + page_stop: 620 +- descr: 'You’re tired and can’t summon much energy. You take a 1 status penalty to + AC and saving throws. While exploring, you can’t choose an exploration activity. + + + You recover from fatigue after a full night’s rest.' + name: Fatigued + short_descr: You are tired and can not summon much energy. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: You’re distracted or otherwise unable to focus your full attention on defense. + You take a 2 circumstance penalty to AC. Some effects give you the flat-footed + condition only to certain creatures or against certain attacks. Othersespecially + conditionscan make you universally flat-footed against everything. If a rule doesn’t + specify that the condition applies only to certain circumstances, it applies to + all of them; for example, many effects simply say “The target is flat-footed.” + name: Flat-Footed + short_descr: You are unable to focus your attention on your own defense. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: You’re forced to run away due to fear or some other compulsion. On your turn, + you must spend each of your actions trying to escape the source of the fleeing + condition as expediently as possible (such as by using move actions to flee, or + opening doors barring your escape). The source is usually the effect or caster + that gave you the condition, though some effects might define something else as + the source. You can’t Delay or Ready while fleeing. + name: Fleeing + short_descr: You are forced to run away. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: This condition reflects a creature’s disposition toward a particular character, + and it affects only creatures that are not player characters. A creature that + is friendly to a character likes that character. The character can attempt to + make a Request of a friendly creature, and the friendly creature is likely to + agree to a simple and safe request that doesn’t cost it much to fulfill. If the + character or one of their allies uses hostile actions against the creature, the + creature gains a worse attitude condition depending on the severity of the hostile + action, as determined by the GM. + name: Friendly + short_descr: This creature likes you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: You’re gripped by fear and struggle to control your nerves. The frightened + condition always includes a value. You take a status penalty equal to this value + to all your checks and DCs. Unless specified otherwise, at the end of each of + your turns, the value of your frightened condition decreases by 1. + name: Frightened + short_descr: You are gripped with fear. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: You’re held in place by another creature, giving you the flat-footed and + immobilized conditions. If you attempt a manipulate action while grabbed, you + must succeed at a DC 5 flat check or it is lost; roll the check after spending + the action, but before any effects are applied. + name: Grabbed + short_descr: Another creature is holding you in place. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: This condition reflects a creature’s disposition toward a particular character, + and it affects only creatures that are not player characters. A creature that + is helpful to a character wishes to actively aid that character. It will accept + reasonable Requests from that character, as long as such requests aren’t at the + expense of the helpful creature’s goals or quality of life. If the character or + one of their allies uses a hostile action against the creature, the creature gains + a worse attitude condition depending on the severity of the hostile action, as + determined by the GM. + name: Helpful + short_descr: This creature feels a desire to help you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: 'While you’re hidden from a creature, that creature knows the space you’re + in but can’t tell precisely where you are. You typically become hidden by using + Stealth to Hide. When Seeking a creature using only imprecise senses, it remains + hidden, rather than observed. A creature you’re hidden from is flat-footed to + you, and it must succeed at a DC 11 flat check when targeting you with an attack, + spell, or other effect or it fails affect you. Area effects aren’t subject to + this flat check. + + + A creature might be able to use the Seek action to try to observe you, as described + on page 471 CRB.' + name: Hidden + short_descr: A creature knows you are around but cannot find you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: This condition reflects a creature’s disposition toward a particular character, + and it affects only creatures that are not player characters. A creature that + is hostile to a character actively seeks to harm that character. It doesn’t necessarily + attack, but it won’t accept Requests from the character. + name: Hostile + short_descr: This creature wished haem upon you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: You can’t use any action with the move trait. If you’re immobilized by something + holding you in place and an external force would move you out of your space, the + force must succeed at a check against either the DC of the effect holding you + in place or the relevant defense (usually Fortitude DC) of the monster holding + you in place. + name: Immobilized + short_descr: You are unable to move. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: This condition reflects a creature’s disposition toward a particular character, + and it affects only creatures that are not player characters. A creature that + is indifferent to a character doesn’t really care one way or the other about that + character. Assume a creature’s attitude to a given character is indifferent unless + specified otherwise. + name: Indifferent + short_descr: This creature doesn't care about you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 620 +- descr: While invisible, you can’t be seen. You’re undetected to everyone. Creatures + can Seek to attempt to detect you; if a creature succeeds at its Perception check + against your Stealth DC, you become hidden to that creature until you Sneak to + become undetected again. If you become invisible while someone can already see + you, you start out hidden to the observer (instead of undetected) until you successfully + Sneak. You can’t become observed while invisible except via special abilities + or magic. + name: Invisible + short_descr: You cannot be seen. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 620 + page_stop: 621 +- descr: Anything in plain view is observed by you. If a creature takes measures to + avoid detection, such as by using Stealth to Hide, it can become hidden or undetected + instead of observed. If you have another precise sense instead of or in addition + to sight, you might be able to observe a creature or object using that sense instead. + You can observe a creature only with precise senses. When Seeking a creature using + only imprecise senses, it remains hidden, rather than observed. + name: Observed + short_descr: Anything in plain view is observed by you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 621 + page_stop: 621 +- descr: Your body is frozen in place. You have the flat-footed condition and can’t + act except to Recall Knowledge and use actions that require only the use of your + mind (as determined by the GM). Your senses still function, but only in the areas + you can perceive without moving your body, so you can’t Seek while paralyzed. + name: Paralyzed + short_descr: You are frozen in place. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 621 + page_stop: 621 +- descr: Persistent damage comes from effects like acid, being on fire, or many other + situations. It appears as “X persistent [type] damage,” where “X” is the amount + of damage dealt and “[type]” is the damage type. Instead of taking persistent + damage immediately, you take it at the end of each of your turns as long as you + have the condition, rolling any damage dice anew each time. After you take persistent + damage, roll a DC 15 flat check to see if you recover from the persistent damage. + If you succeed, the condition ends. + name: Persistent Damage + short_descr: You take damage from a source over time. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 621 + page_stop: 621 +- descr: You have been turned to stone. You can’t act, nor can you sense anything. + You become an object with a Bulk double your normal Bulk (typically 12 for a petrified + Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the + same current Hit Points you had when alive. You don’t have a Broken Threshold. + When you’re turned back into flesh, you have the same number of Hit Points you + had as a statue. If the statue is destroyed, you immediately die. While petrified, + your mind and body are in stasis, so you don’t age or notice the passing of time. + name: Petrified + short_descr: You have been turned to stone. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 621 + page_stop: 621 +- descr: 'You’re lying on the ground. You are flat-footed and take a 2 circumstance + penalty to attack rolls. The only move actions you can use while you’re prone + are Crawl and Stand. Standing up ends the prone condition. You can Take Cover + while prone to hunker down and gain cover against ranged attacks, even if you + don’t have an object to get behind, gaining a +4 circumstance bonus to AC against + ranged attacks (but you remain flat-footed). + + + If you would be knocked prone while you’re Climbing or Flying, you fall (see pages + 463464 for the rules on falling). You can’t be knocked prone when Swimming.' + name: Prone + short_descr: You are lying on the ground. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 621 + page_stop: 621 +- descr: You gain 1 additional action at the start of your turn each round. Many effects + that make you quickened specify the types of actions you can use with this additional + action. If you become quickened from multiple sources, you can use the extra action + you’ve been granted for any single action allowed by any of the effects that made + you quickened. Because quickened has its effect at the start of your turn, you + don’t immediately gain actions if you become quickened during your turn. + name: Quickened + short_descr: You are able to move faster than normal. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 622 + page_stop: 622 +- descr: You’re tied up and can barely move, or a creature has you pinned. You have + the flat-footed and immobilized conditions, and you can’t use any actions with + the attack or manipulate traits except to attempt to Escape or Force Open your + bonds. Restrained overrides grabbed. + name: Restrained + short_descr: You are tied up and can barely move. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 622 + page_stop: 622 +- descr: 'You feel ill. Sickened always includes a value. You take a status penalty + equal to this value on all your checks and DCs. You can’t willingly ingest anythingincluding + elixirs and potionswhile sickened. + + + You can spend a single action retching in an attempt to recover, which lets you + immediately attempt a Fortitude save against the DC of the effect that made you + sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical + success).' + name: Sickened + short_descr: You feel ill. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 622 + page_stop: 622 +- descr: You have fewer actions. Slowed always includes a value. When you regain your + actions at the start of your turn, reduce the number of actions you regain by + your slowed value. Because slowed has its effect at the start of your turn, you + don’t immediately lose actions if you become slowed during your turn. + name: Slowed + short_descr: You move slower than normal. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 622 + page_stop: 622 +- descr: 'You’ve become senseless. You can’t act while stunned. Stunned usually includes + a value, which indicates how many total actions you lose, possibly over multiple + turns, from being stunned. Each time you regain actions (such as at the start + of your turn), reduce the number you regain by your stunned value, then reduce + your stunned value by the number of actions you lost. For example, if you were + stunned 4, you would lose all 3 of your actions on your turn, reducing you to + stunned 1; on your next turn, you would lose 1 more action, and then be able to + use your remaining 2 actions normally. Stunned might also have a duration instead + of a value, such as “stunned for 1 minute.” In this case, you lose all your actions + for the listed duration. + + + Stunned overrides slowed. If the duration of your stunned condition ends while + you are slowed, you count the actions lost to the stunned condition toward those + lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning + of your turn, you would lose 1 action from stunned, and then lose only 1 additional + action by being slowed, so you would still have 1 action remaining to use that + turn.' + name: Stunned + short_descr: You lose your senses. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 622 + page_stop: 622 +- descr: Your thoughts and indistinct and clouded. Stupefied always includes a value. + You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based + checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and + skill checks that use these ability scores. Any time you attempt to Cast a Spell + while stupefied, the spell is disrupted unless you succeed at a flat check with + a DC equal to 5 + your stupefied value. + name: Stupefied + short_descr: Your thoughts are indistinct and clouded + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 622 + page_stop: 622 +- descr: 'You’re sleeping, or you’ve been knocked out. You can’t act. You take a 4 + status penalty to AC, Perception, and Reflex saves, and you have the blinded and + flat-footed conditions. When you gain this condition, you fall prone and drop + items you are wielding or holding unless the effect states otherwise or the GM + determines you’re in a position in which you wouldn’t. + + + If you’re unconscious because you’re dying, you can’t wake up while you have 0 + Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the + dying and unconscious conditions and can act normally on your next turn. + + + If you are unconscious and at 0 Hit Points, but not dying, you naturally return + to 1 Hit Point and awaken after sufficient time passes. The GM determines how + long you remain unconscious, from a minimum of 10 minutes to several hours. If + you receive healing during this time, you lose the unconscious condition and can + act normally on your next turn. + + + If you’re unconscious and have more than 1 Hit Point (typically because you are + asleep or unconscious due to an effect), you wake up in one of the following ways. + Each causes you to lose the unconscious condition. + + + - You take damage, provided the damage doesn’t reduce you to 0 Hit Points. If + the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying + condition as normal. + + - You receive healing, other than the natural healing you get from resting. + + - Someone shakes you awake with an Interact action. + + - There’s loud noise going on around youthough this isn’t automatic. At the start + of your turn, you automatically attempt a Perception check against the noise’s + DC (or the lowest DC if there is more than one noise), waking up if you succeed. + If creatures are attempting to stay quiet around you, this Perception check uses + their Stealth DCs. Some magical effects make you sleep so deeply that they don’t + allow you to attempt this Perception check. + + - If you are simply asleep, the GM decides you wake up either because you have + had a restful night’s sleep or something disrupted that rest.' + name: Unconscious + short_descr: You are sleeping or knocked out. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 622 + page_stop: 623 +- descr: 'When you are undetected by a creature, that creature cannot see you at all, + has no idea what space you occupy, and can’t target you, though you still can + be affected by abilities that target an area. When you’re undetected by a creature, + that creature is flat-footed to you. + + + A creature you’re undetected by can guess which square you’re in to try targeting + you. It must pick a square and attempt an attack. This works like targeting a + hidden creature (requiring a DC 11 flat check, as described on page 466), but + the flat check and attack roll are rolled in secret by the GM, who doesn’t reveal + whether the attack missed due to failing the flat check, failing the attack roll, + or choosing the wrong square. + + + A creature can use the Seek action to try to find you, as described on page 471 + CRB.' + name: Undetected + short_descr: A creature can not sense or track you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 623 + page_stop: 623 +- descr: This condition reflects a creature’s disposition toward a particular character, + and it affects only creatures that are not player characters. A creature that + is unfriendly to a character dislikes and specifically distrusts that character. + The unfriendly creature won’t accept Requests from the character. + name: Unfriendly + short_descr: A creature feels disdain for you. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 623 + page_stop: 623 +- descr: If you are unnoticed by a creature, that creature has no idea you are present + at all. When you’re unnoticed, you’re also undetected by the creature. This condition + matters for abilities that can be used only against targets totally unaware of + your presence. + name: Unnoticed + short_descr: A creature has no idea about your presence. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 623 + page_stop: 623 +- descr: 'You have been seriously injured. If you lose the dying condition and do + not already have the wounded condition, you become wounded 1. If you already have + the wounded condition when you lose the dying condition, your wounded condition + value increases by 1. If you gain the dying condition while wounded, increase + your dying condition value by your wounded value. + + + The wounded condition ends if someone successfully restores Hit Points to you + with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.' + name: Wounded + short_descr: You have been seriously injured. + source: + - abbr: CRB + page_start: 454 + page_stop: 454 + - abbr: CRB + page_start: 623 + page_stop: 623 +- descr: 'Broken is a condition that affects objects. An object is broken when damage + has reduced its Hit Points below its Broken Threshold. A broken object can’t be + used for its normal function, nor does it grant bonuses-with the exception of + armor. Broken armor still grants its item bonus to AC, but it also imparts a status + penalty to AC depending on its category: -1 for broken light armor, -2 for broken + medium armor, or -3 for broken heavy armor. + + + A broken item still imposes penalties and limitations normally incurred by carrying, + holding, or wearing it. For example, broken armor would still impose its Dexterity + modifier cap, check penalty, and so forth. + + + If an effect makes an item broken automatically and the item has more HP than + its Broken Threshold, that effect also reduces the item’s current HP to the Broken + Threshold.' + name: Broken + short_descr: This object has been broken. + source: + - abbr: CRB + page_start: 618 + page_stop: 618 diff --git a/data/yaml/damage.yaml b/data/yaml/damage.yaml index 54bd250..0cfb9b7 100644 --- a/data/yaml/damage.yaml +++ b/data/yaml/damage.yaml @@ -1,161 +1,222 @@ damagecategory: - - name: Physical - source: - - abbr: CRB - page_start: 452 - descr: "Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. **Piercing damage** is dealt from stabs and punctures, whether from a dragon’s fangs or the thrust of a spear. **Slashing damage** is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.\n\nGhosts and other incorporeal creatures have a high resistance to physical attacks that aren’t magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magic trait) and most other damage types." - - name: Energy - source: - - abbr: CRB - page_start: 452 - descr: "Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes by harder materials. **Cold damage** freezes material by way of contact with chilling gases and ice. **Electricity damage** comes from the discharge of powerful lightning and sparks. **Fire damage** burns through heat and combustion. **Sonic damage** assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.\n\nTwo special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create **positive damage** that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as **negative damage** that gnaws at the living.\n\nPowerful and pure magical energy can manifest itself as **force damage**. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths." - - name: Alignment - source: - - abbr: CRB - page_start: 452 - descr: "Weapons and effects keyed to a particular alignment can deal **chaotic**, **evil**, **good**, or **lawful** damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures." - - name: Mental - source: - - abbr: CRB - page_start: 452 - descr: "Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals **mental damage**. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects." - - name: Poison - source: - - abbr: CRB - page_start: 452 - descr: "Venoms, toxins, and the like can deal **poison damage**, which affects creatures by way of contact, ingestion, innhalation, or injury, In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457." - - name: Bleed - source: - - abbr: CRB - page_start: 452 - descr: "Another special type of physical damage is **bleed damage**. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don’t need blood to live. Weaknesses and resistances to physical damage apply." - - name: Precision - source: - - abbr: CRB - page_start: 452 - descr: "Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you **precision damage**, you increase the attack’s listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue’s sneak attack increases the piercing damage by 1d6.\n\nSome creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Likewise, since precision damage is always the same type of damage as the attack it’s augmenting, a creature that is resistant to non-magical damage, like a ghost or other incorporeal creature, would resist not only the dagger’s damage but also the precision damage, even though it is not specifically resistant to precision damage." - - name: Precious Materials - source: - - abbr: CRB - page_start: 452 - descr: "While not their own damage category, precious materials can modify damage to penetrate a creature’s resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have." +- descr: 'Damage dealt by weapons, many physical hazards, and a handful of spells + is collectively called physical damage. The main types of physical damage are + bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons + and hazards that deal blunt-force trauma, like a hit from a club or being dashed + against rocks. **Piercing damage** is dealt from stabs and punctures, whether + from a dragon’s fangs or the thrust of a spear. **Slashing damage** is delivered + by a cut, be it the swing of the sword or the blow from a scythe blades trap. -# TODO Figure out some more abbreviations for the various damages. I.e. Acd for -# Acid or Pos for Positive + Ghosts and other incorporeal creatures have a high resistance to physical attacks + that aren’t magical (attacks that lack the magical trait). Furthermore, most incorporeal + creatures have additional, though lower, resistance to magical physical damage + (such as damage dealt from a mace with the magic trait) and most other damage + types.' + name: Physical + source: + - abbr: CRB + page_start: 452 +- descr: 'Many spells and other magical effects deal energy damage. Energy damage + is also dealt from effects in the world, such as the biting cold of a blizzard + to a raging forest fire. The main types of energy damage are acid, cold, electricity, + fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain + solids that dissolve flesh, and sometimes by harder materials. **Cold damage** + freezes material by way of contact with chilling gases and ice. **Electricity + damage** comes from the discharge of powerful lightning and sparks. **Fire damage** + burns through heat and combustion. **Sonic damage** assaults matter with high-frequency + vibration and sound waves. Many times, you deal energy damage by casting magic + spells, and doing so is often useful against creatures that have immunities or + resistances to physical damage. + + + Two special types of energy damage specifically target the living and the undead. + Positive energy often manifests as healing energy to living creatures but can + create **positive damage** that withers undead bodies and disrupts and injures + incorporeal undead. Negative energy often revivifies the unnatural, unliving power + of undead, while manifesting as **negative damage** that gnaws at the living. + + + Powerful and pure magical energy can manifest itself as **force damage**. Few + things can resist this type of damage—not even incorporeal creatures such as ghosts + and wraiths.' + name: Energy + source: + - abbr: CRB + page_start: 452 +- descr: Weapons and effects keyed to a particular alignment can deal **chaotic**, + **evil**, **good**, or **lawful** damage. These damage types apply only to creatures + that have the opposing alignment trait. Chaotic damage harms only lawful creatures, + evil damage harms only good creatures, good damage harms only evil creatures, + and lawful damage harms only chaotic creatures. + name: Alignment + source: + - abbr: CRB + page_start: 452 +- descr: Sometimes an effect can target the mind with enough psychic force to actually + deal damage to the creature. When it does, it deals **mental damage**. Mindless + creatures and those with only programmed or rudimentary intelligence are often + immune to mental damage and effects. + name: Mental + source: + - abbr: CRB + page_start: 452 +- descr: Venoms, toxins, and the like can deal **poison damage**, which affects creatures + by way of contact, ingestion, innhalation, or injury, In addition to coming from + monster attacks, alchemical items, and spells, poison damage is often caused by + ongoing afflictions, which follow special rules described on page 457. + name: Poison + source: + - abbr: CRB + page_start: 452 +- descr: Another special type of physical damage is **bleed damage**. This is persistent + damage that represents loss of blood. As such, it has no effect on nonliving creatures + or living creatures that don’t need blood to live. Weaknesses and resistances + to physical damage apply. + name: Bleed + source: + - abbr: CRB + page_start: 452 +- descr: 'Sometimes you are able to make the most of your attack through sheer precision. + When you hit with an ability that grants you **precision damage**, you increase + the attack’s listed damage, using the same damage type, rather than tracking a + separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 + precision damage from a rogue’s sneak attack increases the piercing damage by + 1d6. + + + Some creatures are immune to precision damage, regardless of the damage type; + these are often amorphous creatures that lack vulnerable anatomy. A creature immune + to precision damage would ignore the 1d6 precision damage in the example above, + but it would still take the rest of the piercing damage from the Strike. Likewise, + since precision damage is always the same type of damage as the attack it’s augmenting, + a creature that is resistant to non-magical damage, like a ghost or other incorporeal + creature, would resist not only the dagger’s damage but also the precision damage, + even though it is not specifically resistant to precision damage.' + name: Precision + source: + - abbr: CRB + page_start: 452 +- descr: While not their own damage category, precious materials can modify damage + to penetrate a creature’s resistances or take advantage of its weaknesses. For + instance, silver weapons are particularly effective against lycanthropes and bypass + the resistances to physical damage that most devils have. + name: Precious Materials + source: + - abbr: CRB + page_start: 452 damagetype: - - damagecategory: Physical - abbr: B - name: Bludgeoning - source: - - abbr: CRB - page_start: 452 - - damagecategory: Physical - abbr: P - name: Piercing - source: - - abbr: CRB - page_start: 452 - - damagecategory: Physical - abbr: S - name: Slashing - source: - - abbr: CRB - page_start: 452 - - damagecategory: Energy - abbr: null - name: Acid - source: - - abbr: CRB - page_start: 452 - - damagecategory: Energy - abbr: null - name: Cold - source: - - abbr: CRB - page_start: 452 - - damagecategory: Energy - abbr: null - name: Electricity - source: - - abbr: CRB - page_start: 452 - - damagecategory: Energy - abbr: null - name: Fire - source: - - abbr: CRB - page_start: 452 - - damagecategory: Energy - abbr: null - name: Sonic - source: - - abbr: CRB - page_start: 452 - - damagecategory: Energy - abbr: null - name: Positive - source: - - abbr: CRB - page_start: 452 - - damagecategory: Energy - abbr: null - name: Negative - source: - - abbr: CRB - page_start: 452 - - damagecategory: Alignment - abbr: null - name: Chaotic - source: - - abbr: CRB - page_start: 452 - - damagecategory: Alignment - abbr: null - name: Evil - source: - - abbr: CRB - page_start: 452 - - damagecategory: Alignment - abbr: null - name: Good - source: - - abbr: CRB - page_start: 452 - - damagecategory: Alignment - abbr: null - name: Lawful - source: - - abbr: CRB - page_start: 452 - - damagecategory: Mental - abbr: null - name: Mental - source: - - abbr: CRB - page_start: 452 - - damagecategory: Poison - abbr: null - name: Poison - source: - - abbr: CRB - page_start: 452 - - damagecategory: Bleed - abbr: null - name: Bleed - source: - - abbr: CRB - page_start: 452 - - damagecategory: Precision - abbr: null - name: Precision - source: - - abbr: CRB - page_start: 452 - - damagecategory: Precious Materials - abbr: null - name: Precious Materials - source: - - abbr: CRB - page_start: 452 - +- abbr: B + damagecategory: Physical + name: Bludgeoning + source: + - abbr: CRB + page_start: 452 +- abbr: P + damagecategory: Physical + name: Piercing + source: + - abbr: CRB + page_start: 452 +- abbr: S + damagecategory: Physical + name: Slashing + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Energy + name: Acid + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Energy + name: Cold + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Energy + name: Electricity + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Energy + name: Fire + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Energy + name: Sonic + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Energy + name: Positive + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Energy + name: Negative + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Alignment + name: Chaotic + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Alignment + name: Evil + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Alignment + name: Good + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Alignment + name: Lawful + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Mental + name: Mental + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Poison + name: Poison + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Bleed + name: Bleed + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Precision + name: Precision + source: + - abbr: CRB + page_start: 452 +- abbr: null + damagecategory: Precious Materials + name: Precious Materials + source: + - abbr: CRB + page_start: 452 diff --git a/data/yaml/feats.yaml b/data/yaml/feats.yaml index 6fa9250..4ce5cbd 100644 --- a/data/yaml/feats.yaml +++ b/data/yaml/feats.yaml @@ -1,12 +1,20 @@ feat: - action: 10 minutes - descr: You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the illusion school. + descr: You spend 10 minutes performing deeds to restore your magical connection. + This restores 1 Focus Point to your focus pool. The deeds you need to perform + are specified in the class or ability that gives you your focus spells. These + deeds can usually overlap with other tasks that relate to the source of your focus + spells. For instance, a cleric with focus spells from a good deity can usually + Refocus while tending the wounds of their allies, and a wizard of the illusionist + school might be able to Refocus while attempting to Identify Magic of the illusion + school. frequency: null has_been_manually_proofread: true level: null name: Refocus prereqs: null - requirement: You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points. + requirement: You have a focus pool, and you have spent at least 1 Focus Point since + you last regained any Focus Points. source: - abbr: CRB page_start: 300 @@ -16,7 +24,9 @@ feat: - Exploration trigger: null - action: Reaction - descr: Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn. + descr: Your ancestors' innate resistance to magic surges, before slowly ebbing down. + You gain a +1 circumstance bonus to the triggering saving throw and until the + end of this turn. frequency: null has_been_manually_proofread: true level: null @@ -33,7 +43,12 @@ feat: trigger: - You attempt a saving throw against a magical effect, but you haven't rolled yet. - action: null - descr: You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore. + descr: You eagerly absorbed the old stories and traditions of your ancestors, your + gods, and your people, studying in subjects and techniques passed down for generation + upon generation. You gain the trained proficiency rank in Crafting and Religion. + If you would automatically become trained in one of those skills (from your background + or class, for example), you instead become trained in a skill of your choice. + You also become trained in Dwarven Lore. frequency: null has_been_manually_proofread: true level: 1 @@ -50,7 +65,11 @@ feat: - Dwarf trigger: null - action: null - descr: Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the battle axe, pick, and warhammer.\n\nYou also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons. + descr: Your kin have instilled in you an affinity for hard-hitting weapons, and + you prefer these to more elegant arms. You are trained with the battle axe, pick, + and warhammer.\n\nYou also gain access to all uncommon dwarf weapons. For the + purpose of determining your proficiency, martial dwarf weapons are simple weapons + and advanced dwarf weapons are martial weapons. frequency: null has_been_manually_proofread: true level: 1 @@ -67,7 +86,12 @@ feat: - Dwarf trigger: null - action: null - descr: Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead. + descr: Your innate connection to stone makes you adept at moving across uneven surfaces. + You can ignore difficult terrain caused by rubble and uneven ground made of stone + and earth. In addition, when you use the Acrobatics skill to Balance on narrow + surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and + when you roll a success at one of these Acrobatics checks, you get a critical + success instead. frequency: null has_been_manually_proofread: true level: 1 @@ -84,7 +108,13 @@ feat: - Dwarf trigger: null - action: null - descr: You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone. If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain the circumstance bonus, and it takes a –2 circumstance penalty. + descr: You have a knack for noticing even small inconsistencies and craftsmanship + techniques in the stonework around you. You gain a +2 circumstance bonus to Perception + checks to notice unusual stonework. This bonus applies to checks to discover mechanical + traps made of stone or hidden within stone. If you aren’t using the Seek action + or searching, the GM automatically rolls a secret check for you to notice unusual + stonework anyway. This check doesn’t gain the circumstance bonus, and it takes + a –2 circumstance penalty. frequency: null has_been_manually_proofread: true level: 1 @@ -101,10 +131,16 @@ feat: - Dwarf trigger: null - action: null - descr: 'You''ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. + descr: 'You''ve learned techniques first devised by your ancestors during their + ancient wars, allowing you to comfortably wear massive suits of armor. Ignore + the reduction to your Speed from any armor you wear. - In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.' + In addition, any time you’re taking a penalty to your Speed from some other reason + (such as from the encumbered condition or from a spell), deduct 5 feet from the + penalty. For example, the encumbered condition normally gives a –10-foot penalty + to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple + penalties, pick only one penalty to reduce.' frequency: null has_been_manually_proofread: true level: 1 @@ -121,13 +157,22 @@ feat: - Dwarf trigger: null - action: null - descr: 'You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. + descr: 'You heart aches for vengeance against those who have wronged your people. + Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: + drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with + weapons and unarmed attacks against creatures with that trait. If your attack + would deal more than one weapon die of damage (as is common at higher levels than + 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. - In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait. + In addition, if a creature critically succeeds at an attack against you and deals + damage to you, you gain your bonus to damage against that creature for 1 minute + regardless of whether it has the chosen trait. - **Special** Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.' + **Special** Your GM can add appropriate creature traits to the ancestral foes + list if your character is from a community that commonly fights other types of + enemies.' frequency: null has_been_manually_proofread: true level: 1 @@ -144,10 +189,17 @@ feat: - Dwarf trigger: null - action: Two Actions - descr: 'Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. + descr: 'Your dwarven build allows you to push foes around, just like a mighty boulder + tumbles through a subterranean cavern. Take a Step into the square of a foe that + is your size or smaller, and the foe must move into the empty space directly behind + it. The foe must move even if doing so places it in harm’s way. The foe can attempt + a Fortitude saving throw against your Athletics DC to block your Step. If the + foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning + damage equal to your level plus your Strength modifier. - If the foe can''t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.' + If the foe can''t move into an empty space (if it is surrounded by solid objects + or other creatures, for example), your Boulder Roll has no effect.' frequency: null has_been_manually_proofread: false level: 5 @@ -164,7 +216,9 @@ feat: - Dwarf trigger: null - action: null - descr: You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a dwarf weapon, you apply the weapon's critical specialization effect. + descr: You've learned cunning techniques to get the best effects out of your dwarven + weapons. Whenever you critically hit using a battle axe, pick, warhammer, or a + dwarf weapon, you apply the weapon's critical specialization effect. frequency: null has_been_manually_proofread: false level: 5 @@ -181,7 +235,12 @@ feat: - Dwarf trigger: null - action: null - descr: Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).\n\nIf you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value. + descr: Your hardiness lets you withstand more punishment than most before going + down. Increase your maximum Hit Points by your level. When you have the dying + condition, the DC of your recovery checks is equal to 9 + your dying value (instead + of 10 + your dying value).\n\nIf you also have the Toughness feat, the Hit Points + gained from it and this feat are cumulative, and the DC of your recovery checks + is equal to 6 + your dying value. frequency: null has_been_manually_proofread: false level: 9 @@ -201,7 +260,13 @@ feat: - Dwarf trigger: null - action: null - descr: You have a deep reverence for and connection to stone. You gain *meld into stone* as a 3rd-level divine innate spell that you can cast once per day.\n\nIf you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception. If you have both Stonecunning and legendary proficiency in Perception, when you’re not Seeking and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don’t take the -2 circumstance penalty. + descr: You have a deep reverence for and connection to stone. You gain *meld into + stone* as a 3rd-level divine innate spell that you can cast once per day.\n\nIf + you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual + stonework and stonework traps that require legendary proficiency in Perception. + If you have both Stonecunning and legendary proficiency in Perception, when you’re + not Seeking and the GM rolls a secret check for you to notice unusual stonework, + you keep the bonus from Stonecunning and don’t take the -2 circumstance penalty. frequency: null has_been_manually_proofread: false level: 9 @@ -218,7 +283,10 @@ feat: - Dwarf trigger: null - action: null - descr: Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for battle axes, picks, warhammers, and all dwarven weapons in which you are trained. + descr: Your dwarven affinity blends with your training, granting you great skill + with dwarven weapons. Whenever you gain a class feature that grants you expert + or greater proficiency in certain weapons, you also gain that proficiency for + battle axes, picks, warhammers, and all dwarven weapons in which you are trained. frequency: null has_been_manually_proofread: false level: 13 @@ -235,7 +303,11 @@ feat: - Dwarf trigger: null - action: null - descr: You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat. + descr: You have accumulated a vast array of lived knowledge over the years. During + your daily preparations, you can reflect upon your life experiences to gain the + trained proficiency rank in one skill of your choice. This proficiency lasts until + you prepare again. Since this proficiency is temporary, you can’t use it as a + prerequisite for a skill increase or a permanent character option like a feat. frequency: null has_been_manually_proofread: false level: 1 @@ -252,7 +324,11 @@ feat: - Elf trigger: null - action: null - descr: You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore. + descr: You’ve studied in traditional elven arts, learning about arcane magic and + the world around you. You gain the trained proficiency rank in Arcana and Nature. + If you would automatically become trained in one of those skills (from your background + or class, for example), you instead become trained in a skill of your choice. + You also become trained in Elven Lore. frequency: null has_been_manually_proofread: false level: 1 @@ -269,7 +345,11 @@ feat: - Elf trigger: null - action: null - descr: You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. + descr: You favor bows and other elegant weapons. You are trained with longbows, + composite longbows, longswords, rapiers, shortbows, and composite shortbows. In + addition, you gain access to all uncommon elf weapons. For the purpose of determining + your proficiency, martial elf weapons are simple weapons and advanced elf weapons + are martial weapons. frequency: null has_been_manually_proofread: false level: 1 @@ -286,7 +366,10 @@ feat: - Elf trigger: null - action: null - descr: Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. + descr: Watching your friends age and die fills you with moroseness that protects + you against harmful emotions. You gain a +1 circumstance bonus to saving throws + against emotion effects. If you roll a success on a saving throw against an emotion + effect, you get a critical success instead. frequency: null has_been_manually_proofread: false level: 1 @@ -320,7 +403,10 @@ feat: - Elf trigger: null - action: null - descr: Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + descr: Your elven magic manifests as a simple arcane spell, even if you aren’t formally + trained in magic. Choose one cantrip from the arcane spell list. You can cast + this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell + level equal to half your level rounded up. frequency: null has_been_manually_proofread: false level: 1 @@ -337,7 +423,12 @@ feat: - Elf trigger: null - action: null - descr: Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious. + descr: Your mystic control and meditations allow you to resist external influences + upon your consciousness. Whenever you are affected by a mental effect that lasts + at least 2 rounds, you can reduce the duration by 1 round. You still require natural + sleep, but you treat your saving throws against effects that would cause you to + fall asleep as one degree of success better. This protects only against sleep + effects, not against other forms of falling unconscious. frequency: null has_been_manually_proofread: false level: 1 @@ -354,7 +445,16 @@ feat: - Elf trigger: null - action: null - descr: You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature. + descr: You work at a pace born from longevity that enhances your thoroughness. You + can voluntarily spend twice as much time as normal on a Perception check or skill + check to gain a +2 circumstance bonus to that check. You also don’t treat a natural + 1 as worse than usual on these checks; you get a critical failure only if your + result is 10 lower than the DC. For example, you could get these benefits if you + spent 2 actions to Seek, which normally takes 1 action. You can get these benefits + during exploration by taking twice as long exploring as normal, or in downtime + by spending twice as much downtime. The GM might determine a situation doesn’t + grant you a benefit if a delay would be directly counterproductive to your success, + such as a tense negotiation with an impatient creature. frequency: null has_been_manually_proofread: false level: 5 @@ -371,7 +471,10 @@ feat: - Elf trigger: null - action: null - descr: You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon’s critical specialization effect. + descr: You are attuned to the weapons of your elven ancestors and are particularly + deadly when using them. Whenever you critically hit using an elf weapon or one + of the weapons listed in Elven Weapon Familiarity, you apply the weapon’s critical + specialization effect. frequency: null has_been_manually_proofread: false level: 5 @@ -388,7 +491,8 @@ feat: - Elf trigger: null - action: Single Action - descr: You move in a graceful dance, and even your steps are broad. You Step 5 feet twice. + descr: You move in a graceful dance, and even your steps are broad. You Step 5 feet + twice. frequency: null has_been_manually_proofread: false level: 9 @@ -405,7 +509,14 @@ feat: - Elf trigger: null - action: null - descr: You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires. When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity. + descr: You’ve continued to refine the knowledge and skills you’ve gained through + your life. When you choose a skill in which to become trained with Ancestral Longevity, + you can also choose a skill in which you are already trained and become an expert + in that skill. This lasts until your Ancestral Longevity expires. When the effects + of Ancestral Longevity and Expert Longevity expire, you can retrain one of your + skill increases. The skill increase you gain from this retraining must either + make you trained in the skill you chose with Ancestral Longevity or make you an + expert in the skill you chose with Expert Longevity. frequency: null has_been_manually_proofread: false level: 9 @@ -422,7 +533,10 @@ feat: - Elf trigger: null - action: Single Action - descr: You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Elven Longevity and Expert Longevity. + descr: You’ve perfected your ability to keep up with all the skills you’ve learned + over your long life, so you’re almost never truly untrained at a skill. You reflect + on your life experiences, changing the skills you selected with Elven Longevity + and Expert Longevity. frequency: once per day has_been_manually_proofread: false level: 13 @@ -439,7 +553,11 @@ feat: - Elf trigger: null - action: null - descr: Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained. + descr: Your elven affinity blends with your class training, granting you great skill + with elven weapons. Whenever you gain a class feature that grants you expert or + greater proficiency in certain weapons, you also gain that proficiency in longbows, + composite longbows, longswords, rapiers, shortbows, composite shortbows, and all + elf weapons in which you are trained. frequency: null has_been_manually_proofread: false level: 13 @@ -456,7 +574,9 @@ feat: - Elf trigger: null - action: null - descr: You build a rapport with an animal, which becomes magically bonded to you. You gain a <%FAMILARS%%>familiar using the rules on page 217. The type of animal is up to you, but most gnomes choose animals with a burrow Speed. + descr: You build a rapport with an animal, which becomes magically bonded to you. + You gain a <%FAMILARS%%>familiar using the rules on page 217. The type of animal + is up to you, but most gnomes choose animals with a burrow Speed. frequency: null has_been_manually_proofread: false level: 1 @@ -473,7 +593,10 @@ feat: - Gnome trigger: null - action: null - descr: You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability. + descr: You recognize the chittering of ground creatures as its own peculiar language. + You can ask questions of, receive answers from, and use the Diplomacy skill with + animals that have a burrow Speed, such as badgers, ground squirrels, moles, and + prairie dogs. The GM determines which animals count for this ability. frequency: null has_been_manually_proofread: false level: 1 @@ -490,7 +613,9 @@ feat: - Gnome trigger: null - action: null - descr: Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey. + descr: Your enhanced fey connection affords you a warmer reception from creatures + of the First World as well as tools to foil their tricks. You gain a +2 circumstance + bonus to both Perception checks and saving throws against fey. frequency: null has_been_manually_proofread: false level: 1 @@ -507,7 +632,10 @@ feat: - Gnome trigger: null - action: null - descr: Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. + descr: Your connection to the First World grants you a primal innate spell, much + like those of the fey. Choose one cantrip from the primal spell list. You can + cast this spell as a primal innate spell at will. A cantrip is heightened to a + spell level equal to half your level rounded up. frequency: null has_been_manually_proofread: false level: 1 @@ -524,7 +652,12 @@ feat: - Gnome trigger: null - action: null - descr: You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them. + descr: You might have a flighty nature, but when a topic captures your attention, + you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency + rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore + as well as the Lore granted by your background, if any. At 7th level you gain + master proficiency in these Lore skills, and at 15th level you gain legendary + proficiency in them. frequency: null has_been_manually_proofread: false level: 1 @@ -541,7 +674,11 @@ feat: - Gnome trigger: null - action: null - descr: You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri. In addition, you gain access to all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons. + descr: You favor unusual weapons tied to your people, such as blades with curved + and peculiar shapes. You are trained with the glaive and kukri. In addition, you + gain access to all uncommon gnome weapons. For the purpose of determining your + proficiency, martial gnome weapons are simple weapons and advanced gnome weapons + are martial weapons. frequency: null has_been_manually_proofread: false level: 1 @@ -558,7 +695,12 @@ feat: - Gnome trigger: null - action: null - descr: Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn’t spend an action to Interact with the illusion. + descr: Your ancestors spent their days cloaked and cradled in illusions, and as + a result, sensing illusion magic is second nature to you. You gain a +1 circumstance + bonus to both Perception checks and Will saves against illusions. When you come + within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check + for you to disbelieve it, even if you didn’t spend an action to Interact with + the illusion. frequency: null has_been_manually_proofread: false level: 1 @@ -575,7 +717,10 @@ feat: - Gnome trigger: null - action: null - descr: You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill). + descr: You hear animal sounds as conversations instead of unintelligent noise, and + can respond in turn. You can speak to all animals, not just animals with a burrow + Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which + usually uses the Diplomacy skill). frequency: null has_been_manually_proofread: false level: 5 @@ -592,13 +737,15 @@ feat: - Gnome trigger: null - action: Single Action - descr: The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum. + descr: The magic within you provides increased energy you can use to focus. You + regain 1 Focus Point, up to your usual maximum. frequency: once per day has_been_manually_proofread: false level: 5 name: Energized Font prereqs: - - descr: at least one Innate Spell from a Gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells + - descr: at least one Innate Spell from a Gnome heritage or ancestry feat that shares + a tradition with at least one of your focus spells feat: null requirement: null source: @@ -609,7 +756,9 @@ feat: - Gnome trigger: null - action: null - descr: You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a glaive, kukri, or gnome weapon, you apply the weapon’s critical specialization effect. + descr: You produce outstanding results when wielding unusual weapons. Whenever you + critically hit using a glaive, kukri, or gnome weapon, you apply the weapon’s + critical specialization effect. frequency: null has_been_manually_proofread: false level: 5 @@ -626,7 +775,9 @@ feat: - Gnome trigger: null - action: null - descr: Over time your fey magic has grown stronger. You gain faerie fire and invisibility as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day. + descr: Over time your fey magic has grown stronger. You gain faerie fire and invisibility + as 2nd-level primal innate spells. You can cast each of these primal innate spells + once per day. frequency: null has_been_manually_proofread: false level: 9 @@ -643,7 +794,10 @@ feat: - Gnome trigger: null - action: null - descr: Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds. + descr: Your connection to the First World has grown, and its positive energy flows + into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your + Constitution modifier × half your level. This is cumulative with any healing you + receive from Treat Wounds. frequency: null has_been_manually_proofread: false level: 9 @@ -660,7 +814,10 @@ feat: - Gnome trigger: null - action: null - descr: Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, kukri, and all gnome weapons in which you are trained. + descr: Your gnome affinity blends with your class training, granting you great skill + with gnome weapons. Whenever you gain a class feature that grants you expert or + greater proficiency in a given weapon or weapons, you also gain that proficiency + in the glaive, kukri, and all gnome weapons in which you are trained. frequency: null has_been_manually_proofread: false level: 13 @@ -677,7 +834,10 @@ feat: - Gnome trigger: null - action: null - descr: Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal. + descr: Fire fascinates you. Your spells and alchemical items that deal fire damage + gain a status bonus to damage equal to half the spell’s level or one-quarter the + item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire + damage you deal. frequency: null has_been_manually_proofread: false name: Burn It! @@ -693,7 +853,10 @@ feat: - Goblin trigger: null - action: null - descr: You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement. + descr: You know that the greatest treasures often look like refuse, and you scoff + at those who throw away perfectly good scraps. You gain a +1 circumstance bonus + to checks to Subsist, and you can use Society or Survival when you Subsist in + a settlement. frequency: null has_been_manually_proofread: false level: 1 @@ -710,7 +873,11 @@ feat: - Goblin trigger: null - action: null - descr: You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore. + descr: You’ve picked up skills and tales from your goblin community. You gain the + trained proficiency rank in Nature and Stealth. If you would automatically become + trained in one of those skills (from your background or class, for example), you + instead become trained in a skill of your choice. You also become trained in Goblin + Lore. frequency: null has_been_manually_proofread: false level: 1 @@ -744,7 +911,12 @@ feat: - Goblin trigger: An ally ends a move action adjacent to you. - action: Single Action - descr: You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. + descr: You sing annoying goblin songs, distracting your foes with silly and repetitive + lyrics. Attempt a Performance check against the Will DC of a single enemy within + 30 feet. This has all the usual traits and restrictions of a Performance check. + You can affect up to two targets within range if you have expert proficiency in + Performance, four if you have master proficiency, and eight if you have legendary + proficiency. frequency: null has_been_manually_proofread: false level: 1 @@ -761,7 +933,11 @@ feat: - Goblin trigger: null - action: null - descr: Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the dogslicer and horsechopper. In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons. + descr: Others might look upon them with disdain, but you know that the weapons of + your people are as effective as they are sharp. You are trained with the dogslicer + and horsechopper. In addition, you gain access to all uncommon goblin weapons. + For the purpose of determining your proficiency, martial goblin weapons are simple + weapons and advanced goblin weapons are martial weapons. frequency: null has_been_manually_proofread: false level: 1 @@ -778,7 +954,15 @@ feat: - Goblin trigger: null - action: null - descr: You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made. You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes. + descr: You can make useful tools out of even twisted or rusted scraps. When using + the Crafting skill to Craft, you can make level 0 items, including weapons but + not armor, out of junk. This reduces the Price to one-quarter the usual amount + but always results in a shoddy item. Shoddy items normally give a penalty, but + you don’t take this penalty when using shoddy items you made. You can also incorporate + junk to save money while you Craft any item. This grants you a discount on the + item as if you had spent 1 additional day working to reduce the cost, but the + item is obviously made of junk. At the GM’s discretion, this might affect the + item’s resale value depending on the buyer’s tastes. frequency: null has_been_manually_proofread: false level: 1 @@ -795,7 +979,12 @@ feat: - Goblin trigger: null - action: null - descr: You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion’s steed ally. + descr: You are especially good at riding traditional goblin mounts. You gain the + Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance + bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. + You can always select a wolf as your animal companion, even if you would usually + select an animal companion with the mount special ability, such as for a champion’s + steed ally. frequency: null has_been_manually_proofread: false level: 1 @@ -812,7 +1001,12 @@ feat: - Goblin trigger: null - action: null - descr: Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the Sneak action, up to your Speed. In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn. + descr: Taller folk rarely pay attention to the shadows at their feet, and you take + full advantage of this. You can move 5 feet farther when you take the Sneak action, + up to your Speed. In addition, as long as you continue to use Sneak actions and + succeed at your Stealth check, you don’t become observed if you don’t have cover + or greater cover and aren’t concealed at the end of the Sneak action, as long + as you have cover or greater cover or are concealed at the end of your turn. frequency: null has_been_manually_proofread: false level: 1 @@ -829,7 +1023,9 @@ feat: - Goblin trigger: null - action: null - descr: You know how to wield your people’s vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon’s critical specialization effect. + descr: You know how to wield your people’s vicious weapons. Whenever you score a + critical hit using a goblin weapon, you apply the weapon’s critical specialization + effect. frequency: null has_been_manually_proofread: false level: 5 @@ -846,7 +1042,8 @@ feat: - Goblin trigger: null - action: null - descr: After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet. + descr: After years of crawling and climbing through caverns, you can climb easily + anywhere you go. You gain a climb Speed of 10 feet. frequency: null has_been_manually_proofread: false level: 9 @@ -863,7 +1060,9 @@ feat: - Goblin trigger: null - action: null - descr: You can scuttle farther and faster when maneuvering alongside allies. When you use <%FEATS%Goblin Scuttle%%>Goblin Scuttle, you can Stride up to half your Speed instead of Stepping. + descr: You can scuttle farther and faster when maneuvering alongside allies. When + you use <%FEATS%Goblin Scuttle%%>Goblin Scuttle, you can Stride up to half your + Speed instead of Stepping. frequency: null has_been_manually_proofread: false level: 9 @@ -880,7 +1079,10 @@ feat: - Goblin trigger: null - action: null - descr: Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the dogslicer, horsechopper, and all goblin weapons in which you are trained. + descr: Your goblin affinity blends with your class training, granting you great + skill with goblin weapons. Whenever you gain a class feature that grants you expert + or greater proficiency in a given weapon or weapons, you also gain that proficiency + in the dogslicer, horsechopper, and all goblin weapons in which you are trained. frequency: null has_been_manually_proofread: false level: 13 @@ -897,7 +1099,8 @@ feat: - Goblin trigger: null - action: null - descr: You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak. + descr: You can move up to your Speed when you use the Sneak action, and you no longer + need to have cover or greater cover or be concealed to Hide or Sneak. frequency: null has_been_manually_proofread: false name: Very, Very Sneaky @@ -913,7 +1116,11 @@ feat: - Goblin trigger: null - action: null - descr: You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action. + descr: You have learned to remain hidden by using larger folk as a distraction to + avoid drawing attention to yourself. You can use creatures that are at least one + size larger than you (usually Medium or larger) as cover for the Hide and Sneak + actions, though you still can’t use such creatures as cover for other uses, such + as the Take Cover action. frequency: null has_been_manually_proofread: false level: 1 @@ -930,7 +1137,12 @@ feat: - Halfling trigger: null - action: null - descr: You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore. + descr: You’ve dutifully learned how to keep your balance and how to stick to the + shadows where it’s safe, important skills passed down through generations of halfling + tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If + you would automatically become trained in one of those skills (from your background + or class, for example), you instead become trained in a skill of your choice. + You also become trained in Halfling Lore. frequency: null has_been_manually_proofread: false level: 1 @@ -947,7 +1159,9 @@ feat: - Halfling trigger: null - action: Free Action - descr: Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. + descr: Your happy-go-lucky nature makes it seem like misfortune avoids you, and + to an extent, that might even be true. You can reroll the triggering check, but + you must use the new result, even if it’s worse than your first roll. frequency: once per day has_been_manually_proofread: false level: 1 @@ -965,7 +1179,11 @@ feat: - Halfling trigger: You fail a skill check or saving throw. - action: null - descr: You favor traditional halfling weapons, so you’ve learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword. In addition, you gain access to all uncommon halfling weapons. For you, martial halfling weapons are simple weapons, and advanced halfling weapons are martial weapons. + descr: You favor traditional halfling weapons, so you’ve learned how to use them + more effectively. You have the trained proficiency with the sling, halfling sling + staff, and shortsword. In addition, you gain access to all uncommon halfling weapons. + For you, martial halfling weapons are simple weapons, and advanced halfling weapons + are martial weapons. frequency: null has_been_manually_proofread: false level: 1 @@ -982,7 +1200,10 @@ feat: - Halfling trigger: null - action: null - descr: Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an Acrobatics check to Balance or an Athletics check to Climb, you get a critical success instead. You’re not flat-footed when you attempt to Balance or Climb. + descr: Whether keeping your balance or scrambling up a tricky climb, your hairy, + calloused feet easily find purchase. If you roll a success on an Acrobatics check + to Balance or an Athletics check to Climb, you get a critical success instead. + You’re not flat-footed when you attempt to Balance or Climb. frequency: null has_been_manually_proofread: false level: 1 @@ -999,7 +1220,10 @@ feat: - Halfling trigger: null - action: null - descr: You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 279). + descr: You have learned how to use your sling to fell enormous creatures. When you + hit on an attack with a sling against a Large or larger creature, increase the + size of the weapon damage die by one step (details on increasing weapon damage + die sizes can be found on page 279). frequency: null has_been_manually_proofread: false level: 1 @@ -1016,7 +1240,14 @@ feat: - Halfling trigger: null - action: null - descr: You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you. + descr: You were forced into service as a laborer, either pressed into indentured + servitude or shackled by the evils of slavery, but you’ve since escaped and have + trained to ensure you’ll never be caught again. Whenever you roll a success on + a check to Escape or a saving throw against an effect that would impose the grabbed + or restrained condition on you, you get a critical success instead. Whenever a + creature rolls a failure on a check to Grapple you, they get a critical failure + instead. If a creature uses the Grab ability on you, it must succeed at an Athletics + check to grab you instead of automatically grabbing you. frequency: null has_been_manually_proofread: false level: 1 @@ -1033,7 +1264,17 @@ feat: - Halfling trigger: null - action: null - descr: Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway. In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession. As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect. + descr: Your communal lifestyle causes you to pay close attention to the people around + you, allowing you to more easily notice when they act out of character. You gain + a +2 circumstance bonus to Perception checks when using the Sense Motive basic + action to notice enchanted or possessed characters. If you aren’t actively using + Sense Motive on an enchanted or possessed character, the GM rolls a secret check, + without the usual circumstance and with a –2 circumstance penalty, for you to + potentially notice the enchantment or possession anyway. In addition to using + it for skill checks, you can use the Aid basic action to grant a bonus to another + creature’s saving throw or other check to overcome enchantment or possession. + As usual for Aid, you need to prepare by using an action on your turn to encourage + the creature to fight against the effect. frequency: null has_been_manually_proofread: false level: 1 @@ -1050,7 +1291,10 @@ feat: - Halfling trigger: null - action: null - descr: During your adventures, you’ve honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat. + descr: During your adventures, you’ve honed your ability to adapt to the culture + of the predominant ancestry around you. You gain the Adopted Ancestry general + feat, and you also gain one 1st-level ancestry feat from the ancestry you chose + for the Adopted Ancestry feat. frequency: null has_been_manually_proofread: false level: 5 @@ -1067,7 +1311,9 @@ feat: - Halfling trigger: null - action: null - descr: You are particularly adept at fighting with your people’s favored weapons. Whenever you critically succeed at an attack roll using a shortsword, a sling, or a halfling weapon, you apply the weapon’s critical specialization effect. + descr: You are particularly adept at fighting with your people’s favored weapons. + Whenever you critically succeed at an attack roll using a shortsword, a sling, + or a halfling weapon, you apply the weapon’s critical specialization effect. frequency: null has_been_manually_proofread: false level: 5 @@ -1084,7 +1330,10 @@ feat: - Halfling trigger: null - action: null - descr: 'Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.' + descr: 'Your luck guides you to look the right way and aim your blows unerringly. + You can use Halfling Luck twice per day: once in response to its normal trigger, + and once when you fail a Perception check or attack roll instead of the normal + trigger.' frequency: null has_been_manually_proofread: false level: 9 @@ -1101,7 +1350,11 @@ feat: - Halfling trigger: null - action: null - descr: You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an emotion effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an emotion effect, you get a failure instead. + descr: You are easily able to ward off attempts to play on your fears and emotions. + When you roll a success on a saving throw against an emotion effect, you get a + critical success instead. If your heritage is gutsy halfling, when you roll a + critical failure on a saving throw against an emotion effect, you get a failure + instead. frequency: null has_been_manually_proofread: false level: 9 @@ -1118,7 +1371,10 @@ feat: - Halfling trigger: null - action: null - descr: You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover. + descr: You excel at going unnoticed, especially among a crowd. You no longer need + to have cover or be concealed to Hide or Sneak. If you would have lesser cover + from creatures, you gain cover and can Take Cover, and if you would have cover + from creatures, you gain greater cover. frequency: null has_been_manually_proofread: false level: 13 @@ -1135,7 +1391,11 @@ feat: - Halfling trigger: null - action: null - descr: Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons in which you are trained. + descr: Your halfling affinity blends with your class training, granting you great + skill with halfling weapons. Whenever you gain a class feature that grants you + expert or greater proficiency in a given weapon or weapons, you also gain that + proficiency in the sling, halfling sling staff, shortsword, and all halfling weapons + in which you are trained. frequency: null has_been_manually_proofread: false level: 13 @@ -1152,7 +1412,15 @@ feat: - Halfling trigger: null - action: null - descr: Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one. + descr: Through study of multiple magical traditions, you’ve altered a spell to suit + your spellcasting style. Choose one cantrip from a magical tradition other than + your own. If you have a spell repertoire or a spellbook, replace one of the cantrips + you know or have in your spellbook with the chosen spell. If you prepare spells + without a spellbook (if you’re a cleric or druid, for example), one of your cantrips + must always be the chosen spell, and you prepare the rest normally. You can cast + this cantrip as a spell of your class’s tradition. If you swap or retrain this + cantrip later, you can choose its replacement from the same alternate tradition + or a different one. frequency: null has_been_manually_proofread: false level: 1 @@ -1169,7 +1437,9 @@ feat: - Human trigger: null - action: null - descr: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid. + descr: The short human life span lends perspective and has taught you from a young + age to set aside differences and work with others to achieve greatness. You gain + a +4 circumstance bonus on checks to Aid. frequency: null has_been_manually_proofread: false level: 1 @@ -1186,7 +1456,10 @@ feat: - Human trigger: null - action: null - descr: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. + descr: Your adaptability manifests in your mastery of a range of useful abilities. + You gain a 1st-level general feat. You must meet the feat’s prerequisites, but + if you select this feat during character creation, you can select the feat later + in the process in order to determine which prerequisites you meet. frequency: null has_been_manually_proofread: false level: 1 @@ -1203,7 +1476,11 @@ feat: - Human trigger: null - action: null - descr: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week). + descr: Your powerful ego makes it harder for others to order you around. If you + roll a success on a saving throw against a mental effect that attempts to directly + control your actions, you critically succeed instead. If a creature rolls a failure + on a check to Coerce you using Intimidation, it gets a critical failure instead + (so it can’t try to Coerce you again for 1 week). frequency: null has_been_manually_proofread: false level: 1 @@ -1220,7 +1497,11 @@ feat: - Human trigger: null - action: null - descr: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. + descr: You were raised to be ambitious and always reach for the stars, leading you + to progress quickly in your chosen field. You gain a 1st-level class feat for + your class. You must meet the prerequisites, but you can select the feat later + in the character creation process in order to determine which prerequisites you + meet. frequency: null has_been_manually_proofread: false level: 1 @@ -1237,7 +1518,8 @@ feat: - Human trigger: null - action: null - descr: Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice. + descr: Your ingenuity allows you to learn a wide variety of skills. You gain the + trained proficiency rank in two skills of your choice. frequency: null has_been_manually_proofread: false level: 1 @@ -1254,7 +1536,14 @@ feat: - Human trigger: null - action: null - descr: You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. + descr: You’ve familiarized yourself with a particular weapon, potentially from another + ancestry or culture. Choose an uncommon simple or martial weapon with a trait + corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common + in another culture. You gain access to that weapon, and for the purpose of determining + your proficiency, that weapon is a simple weapon. If you are trained in all martial + weapons, you can choose an uncommon advanced weapon with such a trait. You gain + access to that weapon, and for the purpose of determining your proficiency, that + weapon is a martial weapon. frequency: null has_been_manually_proofread: false level: 1 @@ -1271,7 +1560,15 @@ feat: - Human trigger: null - action: null - descr: You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Spell. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire. + descr: You’ve continued adapting your magic to blend your class’s tradition with + your adapted tradition. Choose a cantrip or 1st-level spell from the same magical + tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it + to your spell repertoire, spellbook, or prepared spells just like the cantrip + from Adapted Spell. You can cast this spell as a spell of your class’s magical + tradition. If you choose a 1st-level spell, you don’t gain access to the heightened + versions of that spell, meaning you can’t prepare them if you prepare spells and + you can’t learn them or select the spell as a signature spell if you have a spell + repertoire. frequency: null has_been_manually_proofread: false level: 5 @@ -1288,7 +1585,9 @@ feat: - Human trigger: null - action: null - descr: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. + descr: You’ve learned how to handle situations when you’re out of your depth. You + gain the Untrained Improvisation general feat. In addition, you can attempt skill + actions that normally require you to be trained, even if you are untrained. frequency: null has_been_manually_proofread: false level: 5 @@ -1305,7 +1604,10 @@ feat: - Human trigger: null - action: null - descr: You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success. + descr: You have developed a soul-deep bond with your comrades and maintain an even + greater degree of cooperation with them. If you are at least an expert in the + skill you are Aiding, you get a success on any outcome rolled to Aid other than + a critical success. frequency: null has_been_manually_proofread: false name: Cooperataive Soul @@ -1321,7 +1623,8 @@ feat: - Human trigger: null - action: Free Action - descr: A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check. + descr: A stroke of brilliance gives you a major advantage with a skill despite your + inexperience. Gain a +4 circumstance bonus to the triggering skill check. frequency: once per day has_been_manually_proofread: false level: 9 @@ -1338,7 +1641,11 @@ feat: - Human trigger: You attempt a check using a skill you’re untrained in. - action: null - descr: You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype. If you’re a half-elf, you don’t need to meet the feat’s ability score prerequisites. + descr: You’ve learned to split your focus between multiple classes with ease. You + gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, + see page 219), even if you normally couldn’t take another dedication feat until + you take more feats from your current archetype. If you’re a half-elf, you don’t + need to meet the feat’s ability score prerequisites. frequency: null has_been_manually_proofread: false level: 9 @@ -1355,7 +1662,10 @@ feat: - Human trigger: null - action: null - descr: You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry. + descr: You’ve continued to advance your powers using your unconventional weapon. + Whenever you gain a class feature that grants you expert or greater proficiency + in certain weapons, you also gain that proficiency in the weapon you chose for + Unconventional Weaponry. frequency: null has_been_manually_proofread: false level: 13 @@ -1372,7 +1682,13 @@ feat: - Human trigger: null - action: null - descr: Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit. + descr: Your elven blood runs particularly strong, granting you features far more + elven than those of a typical half-elf. You may also have been raised among elves, + steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage + of your elven parent or ancestors. You typically can’t select a heritage that + depends on or improves an elven feature you don’t have. For example, you couldn’t + gain the cavern elf’s darkvision ability if you didn’t have low-light vision. + In these cases, at the GM’s discretion, you might gain a different benefit. frequency: null has_been_manually_proofread: false level: 1 @@ -1389,7 +1705,10 @@ feat: - Half-Elf trigger: null - action: null - descr: Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so. + descr: Your own actions inspire your allies to great achievements. Whenever you + critically succeed at a skill check, you automatically qualify to use the Aid + reaction when attempting to help an ally using the same skill, even without spending + an action to prepare to do so. frequency: null has_been_manually_proofread: false level: 5 @@ -1406,7 +1725,9 @@ feat: - Half-Elf trigger: null - action: null - descr: The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level charm as an arcane innate spell once per day. + descr: The elven magic in your blood manifests as a force you can use to become + more appealing or alluring. You can cast 1st-level charm as an arcane innate spell + once per day. frequency: null has_been_manually_proofread: false level: 5 @@ -1423,7 +1744,13 @@ feat: - Half-Elf trigger: null - action: null - descr: Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures. + descr: Your dual human and orc nature has given you a unique perspective, allowing + you to bridge the gap between humans and the many intelligent creatures in the + world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy + checks against non-humanoid intelligent creatures and against humanoids that are + marginalized in human society (at the GM’s discretion, but typically at least + including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception + checks to Sense the Motives of such creatures. frequency: null has_been_manually_proofread: false level: 1 @@ -1440,7 +1767,9 @@ feat: - Half-Orc trigger: null - action: Reaction - descr: Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. + descr: Fierceness in battle runs through your blood, and you refuse to fall from + your injuries. You avoid being knocked out and remain at 1 Hit Point, and your + wounded condition increases by 1. frequency: once per day has_been_manually_proofread: false level: 1 @@ -1457,7 +1786,10 @@ feat: - Orc trigger: You would be reduced to 0 Hit Points but not immediately killed. - action: null - descr: Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. + descr: Your orc blood is strong enough to grant you the keen vision of your orc + forebears. You gain darkvision, allowing you to see in darkness and dim light + just as well as you can in bright light. However, in darkness, you see in black + and white only. frequency: null has_been_manually_proofread: false level: 1 @@ -1474,7 +1806,9 @@ feat: - Half-Orc trigger: null - action: Reaction - descr: You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect. + descr: You defend yourself against magic by relying on techniques derived from orc + cultural superstitions. You gain a +1 circumstance bonus to your saving throw + against the triggering spell or magical effect. frequency: null has_been_manually_proofread: false level: 1 @@ -1492,7 +1826,10 @@ feat: - Orc trigger: You attempt a saving throw against a spell or magical effect, before rolling. - action: null - descr: In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For you, martial orc weapons are simple weapons, and advanced orc weapons are martial weapons. + descr: In combat, you favor the brutal weapons that are traditional for your orc + ancestors. You are trained with the falchion and greataxe. In addition, you gain + access to all uncommon orc weapons. For you, martial orc weapons are simple weapons, + and advanced orc weapons are martial weapons. frequency: null has_been_manually_proofread: false level: 1 @@ -1509,7 +1846,9 @@ feat: - Orc trigger: null - action: null - descr: You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a falchion, a greataxe, or an orc weapon, you apply the weapon’s critical specialization effect. + descr: You are brutally efficient with the weapons of your orc ancestors. Whenever + you critically hit using a falchion, a greataxe, or an orc weapon, you apply the + weapon’s critical specialization effect. frequency: null has_been_manually_proofread: false level: 5 @@ -1526,7 +1865,9 @@ feat: - Orc trigger: null - action: Reaction - descr: Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn. + descr: Your victories in battle fill you with pride and imbue you with the energy + to fight a bit longer despite your wounds. You gain temporary Hit Points equal + to your Constitution modifier until the end of your next turn. frequency: null has_been_manually_proofread: false level: 5 @@ -1543,7 +1884,9 @@ feat: - Orc trigger: You bring a foe to 0 Hit Points. - action: null - descr: You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times. + descr: You steep yourself in superstition and practice ancient orc mental exercises + for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving + throws against spells and magical effects at all times. frequency: null has_been_manually_proofread: false level: 9 @@ -1560,7 +1903,9 @@ feat: - Orc trigger: null - action: null - descr: Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day. + descr: Given time to collect yourself after a near-death scrape, you can rebuild + your ferocity and withstand additional finishing blows. You can use Orc Ferocity + with a frequency of once per hour, rather than once per day. frequency: null has_been_manually_proofread: false level: 13 @@ -1577,7 +1922,10 @@ feat: - Orc trigger: null - action: null - descr: Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the falchion, the greataxe, and all orc weapons in which you are trained. + descr: Your orc affinity blends with your class training, granting you great skill + with orc weapons. Whenever you gain a class feature that grants you expert or + greater proficiency in a given weapon or weapons, you also gain that proficiency + in the falchion, the greataxe, and all orc weapons in which you are trained. frequency: null has_been_manually_proofread: false level: 13 @@ -1594,7 +1942,13 @@ feat: - Orc trigger: null - action: null - descr: You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see Familiars for more information). + descr: You have used alchemy to create life, a simple creature formed from alchemical + materials, reagents, and a bit of your own blood. This alchemical familiar appears + to be a small creature of flesh and blood, though it might have some unusual or + distinguishing aspects depending on your creative process. Like other familiars, + your alchemical familiar assists you in your laboratory and on adventures. The + familiar uses your Intelligence modifier to determine its Perception, Acrobatics, + and Stealth modifiers (see Familiars for more information). frequency: null has_been_manually_proofread: false level: 1 @@ -1611,7 +1965,12 @@ feat: - Alchemist trigger: null - action: null - descr: You can identify alchemical items quickly. When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the concentrate and manipulate traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. + descr: You can identify alchemical items quickly. When using the Crafting skill + to Identify Alchemy on an alchemical item you hold, you can do so as a single + action, which has the concentrate and manipulate traits, instead of spending 10 + minutes. If you have the formula for the item you are attempting to identify, + you gain a +2 circumstance bonus to your check, and if you roll a critical failure, + you get a failure instead. frequency: null has_been_manually_proofread: false level: 1 @@ -1628,7 +1987,8 @@ feat: - Alchemist trigger: null - action: null - descr: You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. + descr: You’ve learned how to throw a longer distance. When you throw an alchemical + bomb, it has a range increment of 30 feet instead of the usual 20 feet. frequency: null has_been_manually_proofread: false level: 1 @@ -1645,7 +2005,8 @@ feat: - Alchemist trigger: null - action: Single Action - descr: You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it. + descr: You keep your bombs in easy-to-reach pouches from which you draw without + thinking. You Interact to draw a bomb, then Strike with it. frequency: null has_been_manually_proofread: false level: 1 @@ -1662,7 +2023,9 @@ feat: - Alchemist trigger: null - action: null - descr: Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. + descr: Repeated exposure to toxic reagents has fortified your body against poisons + of all kinds. You gain poison resistance equal to half your level, and you gain + a +1 status bonus to saving throws against poisons. frequency: null has_been_manually_proofread: false level: 2 @@ -1679,7 +2042,11 @@ feat: - Alchemist trigger: null - action: null - descr: While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen. + descr: While under the effect of a mutagen, you can metabolize that mutagen’s power + to heal yourself. This uses a single action, which has the concentrate and manipulate + traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item + levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, + even if you are under the effect of Persistent Mutagen. frequency: null has_been_manually_proofread: false level: 2 @@ -1696,7 +2063,12 @@ feat: - Alchemist trigger: null - action: Free Action - descr: You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the concealed condition, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind. + descr: You cause the bomb to create a cloud of thick smoke, in addition to its normal + effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. + You choose which corner of the target’s space (or the space in which the bomb + lands) the cloud is centered on. Creatures within that area have the concealed + condition, and all other creatures are concealed to them. The smoke lasts for + 1 minute or until dissipated by a strong wind. frequency: once per round has_been_manually_proofread: false level: 2 @@ -1712,9 +2084,13 @@ feat: traits: - Additive - Alchemist - trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. + trigger: You use Quick Alchemy to craft an alchemical bomb with a level at least + 1 lower than your advanced alchemy level. - action: null - descr: You have calculated all the angles to maximize a bomb’s splash. When you throw an alchemical bomb with the splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. + descr: You have calculated all the angles to maximize a bomb’s splash. When you + throw an alchemical bomb with the splash trait, you can cause the bomb to deal + splash damage equal to your Intelligence modifier (minimum 0) instead of the normal + amount. frequency: null has_been_manually_proofread: false level: 4 @@ -1731,7 +2107,16 @@ feat: - Alchemist trigger: null - action: null - descr: Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention. When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy. + descr: Thanks to the time you’ve spent studying and experimenting, you know how + to scale your formulas into larger batches that don’t require any additional attention. + When spending downtime to Craft alchemical items, you can produce twice as many + alchemical items in a single batch without spending additional preparatory time. + For instance, if you are creating elixirs of life, you can craft up to eight elixirs + in a single batch using downtime, rather than four. This does not reduce the amount + of alchemical reagents required or other ingredients needed to craft each item, + nor does it increase your rate of progress for days past the base downtime spent. + This also does not change the number of items you can create in a batch using + advanced alchemy. frequency: null has_been_manually_proofread: false level: 4 @@ -1748,7 +2133,10 @@ feat: - Alchemist trigger: null - action: null - descr: You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn. + descr: You’ve learned how to make your personal energy last just a little bit longer + when quickly brewing ad hoc concoctions. When using Quick Alchemy to create an + alchemical tool or elixir, that tool or elixir remains potent until the end of + your next turn, instead of losing its potency at the start of your next turn. frequency: null has_been_manually_proofread: false level: 4 @@ -1765,7 +2153,15 @@ feat: - Alchemist trigger: null - action: Free Action - descr: You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors. + descr: You’ve discovered how to mix two elixirs into a single hybrid concoction. + You can spend 2 additional batches of infused reagents to add a second elixir + to the one you’re crafting. The second elixir must also be at least 2 levels lower + than your advanced alchemy level, and the combination elixir is an alchemical + item two levels higher than the higher of the two elixirs’ levels. When this combination + elixir is consumed, both the constituent elixirs take effect. For example, you + can combine two elixirs of life to create a combined elixir that heals twice the + normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye + elixir to both gain darkvision and find secret doors. frequency: once per round has_been_manually_proofread: false level: 6 @@ -1781,9 +2177,15 @@ feat: traits: - Additive - Alchemist - trigger: You use Quick Alchemy to craft an alchemical item that has the elixer trait and is at least 2 levels lower than your advanced alchemy level. + trigger: You use Quick Alchemy to craft an alchemical item that has the elixer trait + and is at least 2 levels lower than your advanced alchemy level. - action: Free Action - descr: 'Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: dazzled, deafened, flat-footed, or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).' + descr: 'Your bombs impose additional effects on your enemies. You mix a substance + into the bomb that causes one of the following: dazzled, deafened, flat-footed, + or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the + target must succeed at a Fortitude saving throw or suffer that effect until the + start of your next turn. Use your class DC for this saving throw (even if someone + else throws the bomb).' frequency: once per round has_been_manually_proofread: false level: 6 @@ -1799,9 +2201,16 @@ feat: traits: - Additive - Alchemist - trigger: You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. + trigger: You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels + lower than your advanced alchemy level. - action: null - descr: You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone. + descr: You can lob bombs with great force and a precise trajectory to angle the + splash in a cone spraying in a single direction. When throwing an alchemical bomb + with the splash trait, instead of splashing all squares adjacent to the target, + you can treat the target’s space as the first affected square of a 15-foot cone + directed away from you, potentially allowing you to avoid allies and splash deeper + into enemy lines. If the target takes up more than a single square, the target’s + square closest to you is the first affected square of the cone. frequency: null has_been_manually_proofread: false level: 6 @@ -1818,7 +2227,13 @@ feat: - Alchemist trigger: null - action: null - descr: Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re affected by a bestial mutagen you created, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step. + descr: Your bestial mutagen brings out the beast lurking within you, granting you + especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re + affected by a bestial mutagen you created, you gain the mutagen’s item bonus to + your Intimidation checks. In addition, your claws and jaws are increasingly vicious, + and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty + to AC from –1 to –2 and, in exchange, increase the damage die size of your claws + and jaws by one step. frequency: null has_been_manually_proofread: false level: 8 @@ -1835,7 +2250,9 @@ feat: - Alchemist trigger: null - action: null - descr: Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC. + descr: Alchemical items you create on the fly are particularly potent. When you + use Quick Alchemy to create an infused alchemical item that allows a saving throw, + you can change its DC to your class DC. frequency: null has_been_manually_proofread: false level: 8 @@ -1852,7 +2269,11 @@ feat: - Alchemist trigger: null - action: Free Action - descr: You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage. If the bomb already deals persistent damage, combine the two amounts. + descr: You mix in an additive to make your bomb’s contents adhere to the target + and continue to deal damage. A creature that takes a direct hit from one of your + sticky bombs also takes persistent damage equal to and of the same type as the + bomb’s splash damage. If the bomb already deals persistent damage, combine the + two amounts. frequency: once per round has_been_manually_proofread: false level: 8 @@ -1868,9 +2289,14 @@ feat: traits: - Additive - Alchemist - trigger: You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. + trigger: You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels + lower than your advanced alchemy level. - action: null - descr: You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen you created, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing. + descr: You can cause your body to twist and flow like the quicksilver within your + mutagens. Whenever you are under the effects of a quicksilver mutagen you created, + you can stretch your legs and Step up to 10 feet, and you can squish and compress + your body, allowing you to make it through tight spaces as if you were one size + smaller, in addition to any effect from Squeezing. frequency: null has_been_manually_proofread: false level: 10 @@ -1887,7 +2313,11 @@ feat: - Alchemist trigger: null - action: null - descr: The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an alchemical bomb you created and that bomb has the splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target. + descr: The particularly volatile compounds that you brew into your bombs result + in them creating especially large and powerful explosions. When you throw an alchemical + bomb you created and that bomb has the splash trait, you can add your Intelligence + modifier to the bomb’s usual splash damage, and it deals splash damage to every + creature within 10 feet of the target. frequency: null has_been_manually_proofread: false level: 10 @@ -1904,7 +2334,10 @@ feat: - Alchemist trigger: null - action: null - descr: 'You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, stupefied 1, or –10-foot status penalty to Speeds.' + descr: 'You have learned enhanced techniques and alchemical secrets that allow you + to expand the range of effects you can impose with your bombs. When you use Debilitating + Bomb, add the following to the list you can choose from: clumsy 1, enfeebled 1, + stupefied 1, or –10-foot status penalty to Speeds.' frequency: null has_been_manually_proofread: false level: 10 @@ -1921,7 +2354,9 @@ feat: - Alchemist trigger: null - action: Free Action - descr: You mix a special additive into your elixir that calms the drinker’s body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker. + descr: You mix a special additive into your elixir that calms the drinker’s body + and mind. The elixir of life attempts to counteract one fear effect or one effect + imposing the paralyzed condition on the drinker. frequency: once per round has_been_manually_proofread: false level: 10 @@ -1937,9 +2372,12 @@ feat: traits: - Additive - Alchemist - trigger: You craft an elixer of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level. + trigger: You craft an elixer of life using Quick Alchemy, and that elixir is at + least 2 levels lower than your advanced alchemy level. - action: null - descr: By concentrating your poisons’ toxic components, you make them harder for victims to resist. When you craft an alchemical item with the poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC. + descr: By concentrating your poisons’ toxic components, you make them harder for + victims to resist. When you craft an alchemical item with the poison trait by + any means, the DC is increased by up to 4, to a maximum of your class DC. frequency: null has_been_manually_proofread: false level: 10 @@ -1956,7 +2394,10 @@ feat: - Alchemist trigger: null - action: null - descr: Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled. + descr: Integrating your own personal energy into the elixirs you create causes them + to affect you for longer. When you consume one of your alchemical items that has + the elixir and infused traits and a duration of 1 minute or longer, that elixir’s + duration is doubled. frequency: null has_been_manually_proofread: false level: 12 @@ -1973,7 +2414,10 @@ feat: - Alchemist trigger: null - action: null - descr: The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you’re affected by a juggernaut mutagen you created, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0). + descr: The fortifying additives you brew into your mutagens make your juggernaut + form impervious. Whenever you’re affected by a juggernaut mutagen you created, + you gain resistance to all physical damage equal to your Intelligence modifier + (minimum 0). frequency: null has_been_manually_proofread: false level: 12 @@ -1990,7 +2434,10 @@ feat: - Alchemist trigger: null - action: null - descr: You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature. + descr: You lob bombs unerringly, despite obstructions or distance. When you throw + an alchemical item with the bomb trait, its range increment increases to 60 feet, + you reduce any circumstance bonus to the target’s AC from cover by 1, and you + automatically succeed at the flat check when targeting a concealed creature. frequency: null has_been_manually_proofread: false level: 12 @@ -2007,7 +2454,13 @@ feat: - Alchemist trigger: null - action: null - descr: Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages). + descr: Your silvertongue mutagen transcends languages and plausibility. When affected + by a silvertongue mutagen you have created, you ignore circumstance penalties + to Deception, Diplomacy, Intimidation, and Performance checks. In addition, your + words transcend linguistic barriers; everyone listening to you speak hears your + words as if you were speaking in their own language (though you do not actually + speak that language, nor does this ability allow you to understand any additional + languages). frequency: null has_been_manually_proofread: false level: 14 @@ -2024,7 +2477,9 @@ feat: - Alchemist trigger: null - action: null - descr: Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition. + descr: Your additives contain panaceas that can remedy a plethora of maladies. When + you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, + deafened, sickened, or slowed condition. frequency: null has_been_manually_proofread: false level: 14 @@ -2041,7 +2496,12 @@ feat: - Alchemist trigger: null - action: null - descr: 'Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.' + descr: 'Ever inventive, you have discovered increasingly devastating ways for your + bombs to impede and hamper your foes. When you use Debilitating Bomb, add the + following to the list of effects you can choose from: enfeebled 2, stupefied 2, + or a –15-foot status penalty to Speeds. If you instead apply one of the effects + listed in Debilitating Bomb, the target avoids the effect only if the result of + its saving throw is a critical success.' frequency: null has_been_manually_proofread: false level: 14 @@ -2058,7 +2518,12 @@ feat: - Alchemist trigger: null - action: null - descr: Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite. You can do so only if the elixir’s level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends. + descr: Your body readily accepts and retains minor changes. When you drink one of + your alchemical items that has the elixir and infused traits and a duration of + 1 minute or more, you can make the elixir’s duration indefinite. You can do so + only if the elixir’s level is half your level or lower. If you later consume a + different elixir and make it indefinite, the effect of the previous indefinite + elixir ends. frequency: null has_been_manually_proofread: false level: 16 @@ -2075,7 +2540,9 @@ feat: - Alchemist trigger: null - action: Free Action - descr: You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack. + descr: You mix a substance into the bomb to foil resistances. The bomb reduces any + resistance the enemy has to its damage type by an amount equal to your level, + but only for that attack. frequency: once per round has_been_manually_proofread: false level: 16 @@ -2091,9 +2558,16 @@ feat: traits: - Additive - Alchemist - trigger: You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level. + trigger: You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels + lower than your advanced alchemy level. - action: null - descr: Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you’re affected by a cognitive mutagen you created, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you. + descr: Specialized tweaks to your formula that supplements your genius considerably + broaden the benefits you gain from cognitive mutagens. When you’re affected by + a cognitive mutagen you created, you also gain the mutagen’s item bonus to Deception, + Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival + checks. In addition, you can communicate telepathically with creatures within + 60 feet with whom you share a language. The communication is two-way once you + establish it, so a creature you contact can also communicate with you. frequency: null has_been_manually_proofread: false level: 16 @@ -2110,7 +2584,10 @@ feat: - Alchemist trigger: null - action: null - descr: You’ve trained your physical form to remain stable within the a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration. + descr: You’ve trained your physical form to remain stable within the a given altered + state. Once per day, when you consume an alchemical item with the infused and + mutagen traits that you have crafted, you can retain its effects until the next + time you make your daily preparations instead of its normal duration. frequency: null has_been_manually_proofread: false level: 16 @@ -2127,7 +2604,14 @@ feat: - Alchemist trigger: null - action: null - descr: Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to Craft these potions as alchemical items with the elixir trait. When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools instead of any other required tool kits. Other than that, the formula does not change. Once you’ve chosen the potion formulas, they can’t be changed. + descr: Your mastery of alchemical secrets enables you to replicate effects most + believe can be achieved only via magic. Select a number of potions equal to your + Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to + Craft these potions as alchemical items with the elixir trait. When Crafting these + alchemical elixirs, you can substitute alchemical reagents for an equal value + of magical components, and you can use alchemist’s tools instead of any other + required tool kits. Other than that, the formula does not change. Once you’ve + chosen the potion formulas, they can’t be changed. frequency: null has_been_manually_proofread: false level: 18 @@ -2144,7 +2628,11 @@ feat: - Alchemist trigger: null - action: null - descr: With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you’re affected by a serene mutagen you created, detection, revelation, and scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, detect magic would still detect other magic in the area, but not any magic on you. + descr: With a minor adjustment of ratios in the formula for your serene mutagen, + you gain mental protections. When you’re affected by a serene mutagen you created, + detection, revelation, and scrying effects of 9th level or lower detect nothing + from you or your possessions and auras. For instance, detect magic would still + detect other magic in the area, but not any magic on you. frequency: null has_been_manually_proofread: false level: 18 @@ -2161,7 +2649,10 @@ feat: - Alchemist trigger: null - action: null - descr: Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1. + descr: Your alchemical mastery can resuscitate the recently slain. You can administer + a true elixir of life to a creature who has been dead for no more than 2 rounds. + When you do, that creature is immediately returned to life with 1 Hit Point and + becomes wounded 1. frequency: once every 10 minutes has_been_manually_proofread: false level: 18 @@ -2178,7 +2669,9 @@ feat: - Alchemist trigger: null - action: null - descr: You have perfected the formulas for bombs that impede your enemies. When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw. + descr: You have perfected the formulas for bombs that impede your enemies. When + you use Debilitating Bomb, your target avoids the condition the bomb imposes only + if it critically succeeds at its saving throw. frequency: null has_been_manually_proofread: false level: 18 @@ -2195,7 +2688,9 @@ feat: - Alchemist trigger: null - action: null - descr: Your research has paid off, culminating in the legendary philosopher’s stone. You learn the formula for the philosopher’s stone and can add it to your formula book. + descr: Your research has paid off, culminating in the legendary philosopher’s stone. + You learn the formula for the philosopher’s stone and can add it to your formula + book. frequency: null has_been_manually_proofread: false name: Craft Philosopher’s Stone @@ -2211,7 +2706,16 @@ feat: - Alchemist trigger: null - action: Single Action - descr: You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power. You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as flat-footed from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects. + descr: You add an incredibly powerful additive to a held bomb to create a mega bomb, + greatly increasing its area and power. You use an Interact action to throw the + mega bomb, rather than Strike, and you don’t make an attack roll. The mega bomb + affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The + bomb deals damage as if each creature were the primary target, with a basic Reflex + save. On a failed save, a creature also takes any extra effects that affect a + primary target (such as flat-footed from bottled lightning). While all targets + in the area take splash damage as primary targets, there is no further splash + beyond that area. If your next action after creating a mega bomb isn’t an Interact + action to throw it, the mega bomb denatures and loses all effects. frequency: null has_been_manually_proofread: false level: 20 @@ -2219,7 +2723,8 @@ feat: prereqs: - descr: 'Feat: Expanded Splash' feat: Expanded Splash - requirement: You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. + requirement: You are holding an infused alchemical bomb you crafted, with a level + at least 3 lower than your advanced alchemy level. source: - abbr: CRB page_start: 81 @@ -2229,7 +2734,9 @@ feat: - Alchemist trigger: null - action: null - descr: You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a mutagen you crafted, you do not suffer its drawback. + descr: You have enhanced the formulas for your mutagens, aligning them perfectly + to your physiology. When under the effect of a mutagen you crafted, you do not + suffer its drawback. frequency: null has_been_manually_proofread: false level: 20 @@ -2263,7 +2770,9 @@ feat: - Barbarian trigger: null - action: Single Action - descr: You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the concentrate trait even if those actions don’t have the rage trait. + descr: You push back your rage for a moment in order to think clearly. Until the + end of this turn, you can use actions with the concentrate trait even if those + actions don’t have the rage trait. frequency: null has_been_manually_proofread: false level: 1 @@ -2282,7 +2791,11 @@ feat: - Rage trigger: null - action: null - descr: Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats. + descr: Your fury fills your foes with fear. While you are raging, your Demoralize + and Scare to Death actions (from the Intimidation skill and an Intimidation skill + feat, respectively) gain the rage trait, allowing you to use them while raging. + As soon as you meet the prerequisites for the skill feats Intimidating Glare and + Scare to Death, you gain these feats. frequency: null has_been_manually_proofread: false level: 1 @@ -2299,7 +2812,9 @@ feat: - Barbarian trigger: null - action: null - descr: Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks. + descr: Thrown weapons become especially deadly in your fury. You apply the additional + damage from Rage to your thrown weapon attacks. If you have the Brutal Critical + feat or the devastator class feature, apply their benefits to thrown weapon attacks. frequency: null has_been_manually_proofread: false level: 1 @@ -2316,7 +2831,11 @@ feat: - Barbarian trigger: null - action: Two Actions - descr: With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. + descr: With a quick sprint, you dash up to your foe and swing. Stride twice. If + you end your movement within melee reach of at least one enemy, you can make a + melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, + Flying, or Swimming instead of Striding if you have the corresponding movement + type. frequency: null has_been_manually_proofread: false level: 1 @@ -2339,7 +2858,8 @@ feat: - Open trigger: null - action: null - descr: When you Rage, your sense of smell improves. You gain imprecise scent with a range of 30 feet. + descr: When you Rage, your sense of smell improves. You gain imprecise scent with + a range of 30 feet. frequency: null has_been_manually_proofread: false level: 2 @@ -2356,7 +2876,10 @@ feat: - Barbarian trigger: null - action: Single Action - descr: Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes. + descr: Desperate to finish the fight, you pour all your rage into one final blow. + Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the + number of rounds remaining in your Rage (maximum 10). After this Strike, your + Rage immediately ends, and you are fatigued until you rest for at least 10 minutes. frequency: null has_been_manually_proofread: false level: 2 @@ -2374,7 +2897,10 @@ feat: - Rage trigger: null - action: Reaction - descr: You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. + descr: You keep pace with a retreating foe. Stride up to your Speed, following the + foe and keeping it in reach throughout its movement until it stops moving or you’ve + moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead + of Stride if you have the corresponding movement type. frequency: null has_been_manually_proofread: false level: 2 @@ -2392,7 +2918,10 @@ feat: - Rage trigger: A foe within reach attempts to move away from you. - action: null - descr: You can enter a second rage, but afterward you need to catch your breath. You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with quick rage), but when you end this second Rage, you’re fatigued until you rest for 10 minutes. + descr: You can enter a second rage, but afterward you need to catch your breath. + You can Rage without waiting for 1 minute after the previous Rage (or 1 round, + with quick rage), but when you end this second Rage, you’re fatigued until you + rest for 10 minutes. frequency: null has_been_manually_proofread: false level: 2 @@ -2409,7 +2938,11 @@ feat: - Barbarian trigger: null - action: Single Action - descr: You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success. + descr: You concentrate on your rage, overcoming fear and fighting back sickness. + Reduce your frightened condition value by 1, and attempt a Fortitude save to recover + from the sickened condition as if you had spent an action retching; you reduce + your sickened condition value by 1 on a failure (but not on a critical failure), + by 2 on a success, or by 3 on a critical success. frequency: null has_been_manually_proofread: false level: 2 @@ -2428,7 +2961,8 @@ feat: - Rage trigger: null - action: null - descr: Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed. + descr: Your rage is a frenzy of rapid movements. While you are raging, you gain + a +10-foot status bonus to your Speed. frequency: null has_been_manually_proofread: false level: 4 @@ -2445,7 +2979,10 @@ feat: - Barbarian trigger: null - action: null - descr: Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically. + descr: Physical obstacles can’t hold back your fury. While you are raging, you gain + a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and + Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you + jump horizontally and by 2 feet when you jump vertically. frequency: null has_been_manually_proofread: false level: 4 @@ -2462,7 +2999,12 @@ feat: - Barbarian trigger: null - action: Two Actions - descr: You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks. + descr: You make a wide, arcing swing. Make a single melee Strike and compare the + attack roll result to the ACs of up to two foes, each of whom must be within your + melee reach and adjacent to the other. Roll damage only once and apply it to each + creature you hit. A Swipe counts as two attacks for your multiple attack penalty. + If you’re using a weapon with the sweep trait, its modifier applies to all your + Swipe attacks. frequency: null has_been_manually_proofread: false level: 4 @@ -2499,7 +3041,12 @@ feat: - Rage trigger: You take damage and are capable of entering a rage. - action: null - descr: Your proficiency in unarmored defense increases to expert. While you are raging and unarmored, your skin transforms into a thick hide resembling your animal’s skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the greater juggernaut class feature, this status bonus increases to +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. + descr: Your proficiency in unarmored defense increases to expert. While you are + raging and unarmored, your skin transforms into a thick hide resembling your animal’s + skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if + you have the greater juggernaut class feature, this status bonus increases to + +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of + +3. frequency: null has_been_manually_proofread: false level: 6 @@ -2520,7 +3067,10 @@ feat: - Transmutation trigger: null - action: Reaction - descr: You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. + descr: You swat a foe that leaves an opening. Make a melee Strike against the triggering + creature. If your attack is a critical hit and the trigger was a manipulate action, + you disrupt that action. This Strike doesn’t count toward your multiple attack + penalty, and your multiple attack penalty doesn’t apply to this Strike. frequency: null has_been_manually_proofread: false level: 6 @@ -2535,9 +3085,12 @@ feat: page_stop: 90 traits: - Barbarian - trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. + trigger: A creature within your reach uses a manipulate action or a move action, + makes a ranged attack, or leaves a square during a move action it’s using. - action: null - descr: You push your foes around and leave bruises. While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip. + descr: You push your foes around and leave bruises. While raging, when you successfully + Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal + to your Strength modifier; add this to the damage from a critical success to Trip. frequency: null has_been_manually_proofread: false level: 6 @@ -2554,7 +3107,8 @@ feat: - Barbarian trigger: null - action: Reaction - descr: You swing clear through one foe and into another. Make a melee Strike against the second foe. + descr: You swing clear through one foe and into another. Make a melee Strike against + the second foe. frequency: null has_been_manually_proofread: false level: 6 @@ -2570,9 +3124,14 @@ feat: traits: - Barbarian - Rage - trigger: Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature. + trigger: Your melee Strike kills a creature or knocks it unconscious, and another + foe is adjacent to that creature. - action: Two Actions - descr: You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4. If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save. + descr: You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot + line, dealing 1d6 damage per level. The area and damage type match those of your + dragon (see Table 3–4. If you used this ability in the last hour, the area and + the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). + Each creature in the area must attempt a basic Reflex save. frequency: null has_been_manually_proofread: false name: Dragon’s Rage Breath @@ -2593,7 +3152,9 @@ feat: - Rage trigger: null - action: Single Action - descr: You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition (page 618) until you stop raging. Your equipment grows with you. + descr: You grow to incredible size. You become Large, increasing your reach by 5 + feet and gaining the clumsy 1 condition (page 618) until you stop raging. Your + equipment grows with you. frequency: null has_been_manually_proofread: false name: Giant’s Stature @@ -2614,7 +3175,9 @@ feat: - Transmutation trigger: null - action: Single Action - descr: You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect. + descr: You call forth protective spirits to ward off ranged attacks. Until your + rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat + check or the attack misses with no effect. frequency: null has_been_manually_proofread: false name: Spirits’ Interference @@ -2633,7 +3196,11 @@ feat: - Rage trigger: null - action: Single Action - descr: You transform into your animal. You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue’s reach increases to 15 feet. Dismissing the transformation gains the rage trait. + descr: You transform into your animal. You gain the effects of the 3rd-level animal + form spell except you use your own statistics, temporary Hit Points, and unarmed + attacks instead of those granted by animal form. You also retain the constant + abilities of your gear. If your animal is a frog, your tongue’s reach increases + to 15 feet. Dismissing the transformation gains the rage trait. frequency: null has_been_manually_proofread: false level: 8 @@ -2656,7 +3223,8 @@ feat: - Transmutation trigger: null - action: null - descr: You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to Athletics checks for attack actions. + descr: You bully foes across the battlefield. While raging, you gain a +2 circumstance + bonus to Athletics checks for attack actions. frequency: null has_been_manually_proofread: false level: 8 @@ -2673,7 +3241,8 @@ feat: - Barbarian trigger: null - action: Single Action - descr: You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. + descr: You pause to recover your raging vigor. You gain temporary Hit Points equal + to half your level plus your Constitution modifier. frequency: null has_been_manually_proofread: false level: 8 @@ -2692,7 +3261,9 @@ feat: - Rage trigger: null - action: Single Action - descr: You stoke an ally’s fury. While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use concentrate actions. + descr: You stoke an ally’s fury. While you are raging, one willing creature within + 30 feet gains the effects of the Rage action, except it can still use concentrate + actions. frequency: null has_been_manually_proofread: false level: 8 @@ -2712,7 +3283,13 @@ feat: - Visual trigger: null - action: Two Actions - descr: You swing at a foe while mid-leap. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. + descr: You swing at a foe while mid-leap. Make a Leap, High Jump, or Long Jump and + attempt one melee Strike at any point during your jump. Immediately after the + Strike, you fall to the ground if you’re in the air, even if you haven’t reached + the maximum distance of your jump. If the distance you fall is no more than the + height of your jump, you take no damage and land upright. When attempting a High + Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, + and increase your maximum distance to double your Speed. frequency: null has_been_manually_proofread: false level: 8 @@ -2730,7 +3307,9 @@ feat: - Fighter trigger: null - action: Single Action - descr: You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage. The foe must attempt a basic Fortitude save against your class DC. + descr: You thrash the grabbed foe around. It takes bludgeoning damage equal to your + Strength modifier plus your ferocious specialization damage plus your Rage damage. + The foe must attempt a basic Fortitude save against your class DC. frequency: null has_been_manually_proofread: false level: 8 @@ -2748,7 +3327,12 @@ feat: - Rage trigger: null - action: Single Action - descr: You open yourself to attacks so you can respond in turn. Until your rage ends, you are flat-footed, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. + descr: You open yourself to attacks so you can respond in turn. Until your rage + ends, you are flat-footed, and damage rolls against you gain a +2 circumstance + bonus. If a creature hits you, that creature is flat-footed to you until the end + of your next turn. If you hit it before the end of your next turn, you gain temporary + Hit Points equal to your Constitution modifier, or double that on a critical hit. + These temporary Hit Points last until the end of your rage. frequency: null has_been_manually_proofread: false name: Come and Get Me @@ -2766,7 +3350,9 @@ feat: - Rage trigger: null - action: Two Actions - descr: You rush forward. Stride up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead. + descr: You rush forward. Stride up to five times your Speed in a straight line. + You can increase the number of actions this activity takes to 3 to Stride up to + eight times your Speed in a straight line instead. frequency: null has_been_manually_proofread: false level: 10 @@ -2784,7 +3370,11 @@ feat: - Rage trigger: null - action: null - descr: Your fury carries your weapon through multiple foes. When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first. + descr: Your fury carries your weapon through multiple foes. When you Cleave, if + your Strike also kills or knocks the target unconscious, you can continue to make + melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, + or until there are no creatures adjacent to the most recent creature you attacked + while Cleaving, whichever comes first. frequency: null has_been_manually_proofread: false level: 10 @@ -2802,7 +3392,9 @@ feat: - Rage trigger: null - action: Single Action - descr: The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful Shove. You can follow the foe as normal for a successful Shove. + descr: The weight of your swing drives your enemy back. You push the foe back 5 + feet, with the effects of a successful Shove. You can follow the foe as normal + for a successful Shove. frequency: null has_been_manually_proofread: false level: 10 @@ -2820,7 +3412,9 @@ feat: - Rage trigger: null - action: Single Action - descr: You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each creature within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute. + descr: You unleash a terrifying howl. Attempt Intimidate checks to Demoralize each + creature within 30 feet. Regardless of the results of your checks, each creature + is then temporarily immune to Terrifying Howl for 1 minute. frequency: null has_been_manually_proofread: false level: 10 @@ -2839,7 +3433,10 @@ feat: - Rage trigger: null - action: Single Action - descr: You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up. + descr: You sprout dragon wings from your back of the same color as your chosen dragon. + While you are raging, you gain a fly Speed equal to your land Speed. If you are + flying when your rage ends, you start to fall but the transformation only completes + at the last moment, so you take no damage from the fall and land standing up. frequency: null has_been_manually_proofread: false name: Dragon’s Rage Wings @@ -2860,7 +3457,8 @@ feat: - Transmutation trigger: null - action: Single Action - descr: You grab your foe while it’s distracted by your attack. The foe you hit becomes grabbed, as if you had succeeded at an Athletics check to Grapple the foe. + descr: You grab your foe while it’s distracted by your attack. The foe you hit becomes + grabbed, as if you had succeeded at an Athletics check to Grapple the foe. frequency: null has_been_manually_proofread: false level: 12 @@ -2868,7 +3466,8 @@ feat: prereqs: - descr: Class Level 12 feat: null - requirement: Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon. + requirement: Your last action was a successful Strike, and either you have a hand + free or your Strike used a grapple weapon. source: - abbr: CRB page_start: 92 @@ -2878,7 +3477,9 @@ feat: - Rage trigger: null - action: Single Action - descr: You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement. + descr: You close the distance to your prey in a blur, pouncing on the creature before + it can react. You Stride up to your Speed and make a Strike at the end of your + movement. frequency: null has_been_manually_proofread: false name: Predator’s Pounce @@ -2897,7 +3498,18 @@ feat: - Rage trigger: null - action: Single Action - descr: You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to 4d8 plus your Constitution modifier. The damage is your choice of negative or positive damage; don’t apply your Rage damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp’s damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened 1. This attack uses and counts toward your multiple attack penalty as if you were the one attacking. + descr: You call forth an ephemeral apparition, typically the ghost of an ancestor + or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee + wisp rush unarmed attack against an enemy within 120 feet of you. The wisp’s attack + modifier is equal to your proficiency bonus for martial weapons plus your Strength + modifier plus a +2 item bonus, and it applies the same circumstance and status + bonuses and penalties that you have. On a hit, the wisp deals damage equal to + 4d8 plus your Constitution modifier. The damage is your choice of negative or + positive damage; don’t apply your Rage damage or your weapon specialization damage, + but circumstance and status bonuses and penalties that would also affect the wisp’s + damage apply. If your wisp’s Strike is a critical hit, the target becomes frightened + 1. This attack uses and counts toward your multiple attack penalty as if you were + the one attacking. frequency: null has_been_manually_proofread: false name: Spirit’s Wrath @@ -2918,7 +3530,10 @@ feat: - Rage trigger: null - action: null - descr: You grow to even greater size. When using Giant’s Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the clumsy 1 condition (page 618) as long as you are Huge. + descr: You grow to even greater size. When using Giant’s Stature, you can instead + become Huge (increasing your reach by 10 feet if you were Medium or smaller) while + you are raging. You have the clumsy 1 condition (page 618) as long as you are + Huge. frequency: null has_been_manually_proofread: false name: Titan’s Stature @@ -2937,7 +3552,9 @@ feat: - Transmutation trigger: null - action: null - descr: Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an Athletics check against your target’s Fortitude DC. + descr: Your attacks are so powerful, they can flatten your opponents. When you use + Knockback, you can attempt an Athletics check against your target’s Fortitude + DC. frequency: null has_been_manually_proofread: false level: 14 @@ -2956,7 +3573,11 @@ feat: - Rage trigger: null - action: Single Action - descr: You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. This doesn’t increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase your reach due to increased size, such as Giant’s Stature. + descr: You extend your body and prepare to attack foes outside your normal reach. + Until your rage ends, all your melee weapons and unarmed attacks gain reach 10. + This doesn’t increase the reach of any weapon or unarmed attack that already has + the reach trait, but it does combine with abilities that increase your reach due + to increased size, such as Giant’s Stature. frequency: null has_been_manually_proofread: false name: Giant’s Lunge @@ -2974,7 +3595,9 @@ feat: - Instinct trigger: null - action: Reaction - descr: When struck by an enemy, you respond in turn. Make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. + descr: When struck by an enemy, you respond in turn. Make a melee Strike against + the triggering creature. This Strike doesn’t count toward your multiple attack + penalty, and your multiple attack penalty doesn’t apply to this Strike. frequency: null has_been_manually_proofread: false level: 14 @@ -2990,9 +3613,12 @@ feat: traits: - Barbarian - Rage - trigger: A creature within your reach succeeds or critically succeeds at an attack against you. + trigger: A creature within your reach succeeds or critically succeeds at an attack + against you. - action: Three Actions - descr: You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. + descr: You attack all nearby adversaries. Make a melee Strike against each enemy + within your melee reach. Each attack counts toward your multiple attack penalty, + but do not increase your penalty until you have made all your attacks. frequency: null has_been_manually_proofread: false level: 14 @@ -3012,7 +3638,9 @@ feat: - Open trigger: null - action: null - descr: When you Thrash a grabbed foe, you smack that foe into another nearby. Another foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex save against your class DC. + descr: When you Thrash a grabbed foe, you smack that foe into another nearby. Another + foe adjacent to the grabbed foe also takes your Thrash damage, with a basic Reflex + save against your class DC. frequency: null has_been_manually_proofread: false level: 16 @@ -3030,7 +3658,12 @@ feat: - Rage trigger: null - action: Single Action - descr: You transform into a ferocious Large dragon, gaining the effects of 6th-level dragon form except that you use your own AC and attack modifier; you also apply your extra damage from Rage. The action to Dismiss the transformation gains the rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon Strikes increases to +12, your breath weapon DC increases to 30, and you gain a +14 status bonus to your breath weapon damage. + descr: You transform into a ferocious Large dragon, gaining the effects of 6th-level + dragon form except that you use your own AC and attack modifier; you also apply + your extra damage from Rage. The action to Dismiss the transformation gains the + rage trait. At 18th level, you gain a +20-foot status bonus to your fly Speed, + your damage bonus with dragon Strikes increases to +12, your breath weapon DC + increases to 30, and you gain a +14 status bonus to your breath weapon damage. frequency: null has_been_manually_proofread: false level: 16 @@ -3053,7 +3686,10 @@ feat: - Transmutation trigger: null - action: Free Action - descr: Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your Rage ends or until you are above half Hit Points, whichever comes first. + descr: Your blood boils when you take a beating, and you throw caution to the wind + to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty + to AC, and a –1 penalty to saves. These bonuses and penalties last until your + Rage ends or until you are above half Hit Points, whichever comes first. frequency: null has_been_manually_proofread: false level: 16 @@ -3071,7 +3707,10 @@ feat: - Rage trigger: Your turn begins, and you are at half or fewer Hit Points. - action: null - descr: Your critical hits are particularly devastating. On a critical hit, add one extra damage die. This is in addition to any extra dice you gain if the weapon is deadly or fatal. The target also takes persistent bleed damage equal to two damage dice. + descr: Your critical hits are particularly devastating. On a critical hit, add one + extra damage die. This is in addition to any extra dice you gain if the weapon + is deadly or fatal. The target also takes persistent bleed damage equal to two + damage dice. frequency: null has_been_manually_proofread: false level: 18 @@ -3088,7 +3727,10 @@ feat: - Barbarian trigger: null - action: Reaction - descr: You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging. + descr: You burn out all of your rage to ensure that your attack lands and your mind + remains free. Reroll the triggering attack roll or Will save with a +2 circumstance + bonus, use the better result, and resolve the effect. You then immediately stop + raging. frequency: null has_been_manually_proofread: false level: 18 @@ -3108,7 +3750,9 @@ feat: - Rage trigger: You fail or critically fail an attack roll or Will save. - action: Two Actions - descr: You make a vicious attack that maims your enemy. Make a melee Strike. If the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical success. + descr: You make a vicious attack that maims your enemy. Make a melee Strike. If + the Strike hits and deals damage, the target is drained 1, or drained 2 on a critical + success. frequency: null has_been_manually_proofread: false level: 18 @@ -3126,7 +3770,11 @@ feat: - Rage trigger: null - action: null - descr: You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share Rage, using it multiple times in a Rage. Allies affected by Share Rage who accept your anathema for the duration of the Rage gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. + descr: You can drive your allies into a frenzy, granting them incredible benefits. + You can ignore the requirements on Share Rage, using it multiple times in a Rage. + Allies affected by Share Rage who accept your anathema for the duration of the + Rage gain your instinct ability and the specialization ability it gains from weapon + specialization, but not greater weapon specialization. frequency: null has_been_manually_proofread: false level: 20 @@ -3146,7 +3794,8 @@ feat: - Visual trigger: null - action: Single Action - descr: You stomp the ground with such force that it creates a minor earthquake, with the effects of the earthquake spell. + descr: You stomp the ground with such force that it creates a minor earthquake, + with the effects of the earthquake spell. frequency: once every 10 minutes has_been_manually_proofread: false level: 20 @@ -3165,7 +3814,11 @@ feat: - Rage trigger: null - action: null - descr: Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means. + descr: Your studies make you informed on every subject. You are trained in Bardic + Lore, a special Lore skill that can be used only to Recall Knowledge, but on any + topic. If you have legendary proficiency in Occultism, you gain expert proficiency + in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by + any other means. frequency: null has_been_manually_proofread: false level: 1 @@ -3182,7 +3835,9 @@ feat: - Bard trigger: null - action: null - descr: By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1. + descr: By adding a flourish, you make your compositions last longer. You learn the + lingering composition focus spell. Increase the number of Focus Points in your + focus pool by 1. frequency: null has_been_manually_proofread: false name: Lingering Composition @@ -3198,7 +3853,10 @@ feat: - Bard trigger: null - action: Single Action - descr: You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + descr: You can extend the range of your spells. If the next action you use is to + Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard + for increasing spell ranges, if the spell normally has a range of touch, you extend + its range to 30 feet. frequency: null has_been_manually_proofread: false level: 1 @@ -3233,7 +3891,12 @@ feat: - Wizard trigger: null - action: null - descr: You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation. + descr: You can rely on the grandeur of your performances rather than ordinary social + skills. You can use Performance instead of Diplomacy to Make an Impression and + instead of Intimidation to Demoralize. You can also use an acting Performance + instead of Deception to Impersonate. You can use your proficiency rank in Performance + to meet the requirements of skill feats that require a particular rank in Deception, + Diplomacy, or Intimidation. frequency: null has_been_manually_proofread: false level: 1 @@ -3250,7 +3913,8 @@ feat: - Bard trigger: null - action: null - descr: Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repetoire. + descr: Study broadens your range of simple spells. Add two additional cantrips from + your spell list to your repetoire. frequency: null has_been_manually_proofread: false level: 2 @@ -3267,7 +3931,14 @@ feat: - Bard trigger: null - action: null - descr: You keep a book of occult spells, similar to a wizard’s spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells (page 238) and add them to your spellbook by paying the appropriate cost, similar to a wizard. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations. + descr: You keep a book of occult spells, similar to a wizard’s spellbook, and can + use its spells to supplement your spell repertoire. Add all the spells in your + repertoire to this book for free. You can use the Occultism skill to Learn Spells + (page 238) and add them to your spellbook by paying the appropriate cost, similar + to a wizard. During your daily preparations, choose any one spell from your book + of occult spells. If that spell is already in your spell repertoire, you can treat + it as an additional signature spell that day. If it isn’t in your repertoire, + treat it as though it were until your next daily preparations. frequency: null has_been_manually_proofread: false level: 2 @@ -3284,7 +3955,8 @@ feat: - Bard trigger: null - action: null - descr: You learn the inspire competence composition cantrip, which aids your allies’ skills. + descr: You learn the inspire competence composition cantrip, which aids your allies’ + skills. frequency: null has_been_manually_proofread: false level: 2 @@ -3301,7 +3973,9 @@ feat: - Bard trigger: null - action: null - descr: You magically unlock memories, making them easier to recall. You learn the loremaster’s etude composition spell. Increase the number of Focus Points in your focus pool by 1. + descr: You magically unlock memories, making them easier to recall. You learn the + loremaster’s etude composition spell. Increase the number of Focus Points in your + focus pool by 1. frequency: null has_been_manually_proofread: false name: Loremaster’s Etude @@ -3318,7 +3992,11 @@ feat: - Fortune trigger: null - action: null - descr: Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose. + descr: Your muse doesn’t fall into a single label. Choose a type of muse other than + that of your own. You gain a 1st-level feat that requires that muse, and your + muse is now also a muse of that type, allowing you to take feats with the other + muse as a prerequisite. You don’t gain any of the other effects of the muse you + chose. frequency: null has_been_manually_proofread: false level: 2 @@ -3335,7 +4013,8 @@ feat: - Bard trigger: null - action: null - descr: You learn the inspure defense composition cantrip (page 386), which protects you and allies. + descr: You learn the inspure defense composition cantrip (page 386), which protects + you and allies. frequency: null has_been_manually_proofread: false name: Inspire Defense @@ -3351,7 +4030,15 @@ feat: - Bard trigger: null - action: Single Action - descr: You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. This hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish. + descr: You subtly weave your spellcasting into your performance. If the next action + you take is to Cast a Spell, attempt a Performance check against all observers’ + Perception DCs. If your Performance check is successful against an observer’s + Perception DC, that observer doesn’t notice that you are Casting a Spell, even + though normally spells have sensory manifestations that would make spellcasting + obvious to those around you, and verbal, somatic, and material components are + extremely overt. You hide all of these as part of an ordinary performance. This + hides only the spell’s spellcasting actions and manifestations, not its effects, + so an observer might still see a ray streak out from you or see you vanish. frequency: null has_been_manually_proofread: false level: 4 @@ -3371,7 +4058,8 @@ feat: - Metamagic trigger: null - action: null - descr: You learn the triple time composition cantrip, which speeds up you and your allies for a round. + descr: You learn the triple time composition cantrip, which speeds up you and your + allies for a round. frequency: null has_been_manually_proofread: false level: 4 @@ -3388,7 +4076,10 @@ feat: - Bard trigger: null - action: null - descr: While most bards are known for certain signature performances and spells, you’re always tweaking your available repertoire. When you make your daily preparations, you can change one of your signature spells to a different spell of that level from your repertoire. + descr: While most bards are known for certain signature performances and spells, + you’re always tweaking your available repertoire. When you make your daily preparations, + you can change one of your signature spells to a different spell of that level + from your repertoire. frequency: null has_been_manually_proofread: false level: 4 @@ -3422,7 +4113,11 @@ feat: - Bard trigger: null - action: Single Action - descr: You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect. + descr: You can perform multiple compositions simultaneously. If your next action + is to cast a composition, it becomes a harmonized composition. Unlike a normal + composition, a harmonized composition doesn’t end if you cast another composition, + and you can cast another composition on the same turn as a harmonized one. Casting + another harmonized composition ends any harmonized composition you have in effect. frequency: null has_been_manually_proofread: false level: 6 @@ -3442,7 +4137,8 @@ feat: - Metamagic trigger: null - action: null - descr: You don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted. + descr: You don’t lose spells easily. If a reaction would disrupt your spellcasting + action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted. frequency: null has_been_manually_proofread: false level: 6 @@ -3459,7 +4155,11 @@ feat: - Bard trigger: null - action: null - descr: Your broad experiences translate to a range of skills. You add your level to all skill checks in which you are untrained. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in Occultism, you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained. + descr: Your broad experiences translate to a range of skills. You add your level + to all skill checks in which you are untrained. You can attempt any skill check + that normally requires you to be trained, even if you are untrained. If you have + legendary proficiency in Occultism, you can attempt any skill check that normally + requires you to have expert proficiency, even if untrained or trained. frequency: null has_been_manually_proofread: false level: 8 @@ -3476,7 +4176,9 @@ feat: - Bard trigger: null - action: null - descr: Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1. + descr: Your performances inspire even greater deeds in your allies. You learn the + inspire heroics metamagic focus spell. Increase the number of Focus Points in + your focus pool by 1. frequency: null has_been_manually_proofread: false name: Inspire Heroics @@ -3492,7 +4194,9 @@ feat: - Bard trigger: null - action: null - descr: When you succeed at a Knowledge check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM’s discretion you might gain even more additional information or context than normal. + descr: When you succeed at a Knowledge check, you gain additional information or + context. When you critically succeed at a Knowledge check, at the GM’s discretion + you might gain even more additional information or context than normal. frequency: null has_been_manually_proofread: false level: 8 @@ -3509,7 +4213,8 @@ feat: - Bard trigger: null - action: null - descr: You erect an imaginary barrier others believe to be real. You learn the house of imaginary walls composition cantrip. + descr: You erect an imaginary barrier others believe to be real. You learn the house + of imaginary walls composition cantrip. frequency: null has_been_manually_proofread: false level: 10 @@ -3526,7 +4231,9 @@ feat: - Bard trigger: null - action: Free Action - descr: If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + descr: If your next action is to cast a bard cantrip or a bard spell that is at + least 2 levels lower than the highest level bard spell you can cast, reduce the + number of actions to cast it by 1 (minimum 1 action). frequency: once per day has_been_manually_proofread: false level: 10 @@ -3545,7 +4252,11 @@ feat: - Metamagic trigger: null - action: Single Action - descr: You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is auditory or visual. + descr: You can translate the emotion and power of a composition to other mediums. + If your next action is to cast a composition spell, you can use a different kind + of performance than usual for the composition to change any of its somatic components + to verbal components or vice versa. As usual for composition spells, this changes + whether the composition is auditory or visual. frequency: null has_been_manually_proofread: false level: 10 @@ -3565,7 +4276,10 @@ feat: - Metamagic trigger: null - action: null - descr: Your flexible mind can quickly shift spells. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same level in your repertoire. + descr: Your flexible mind can quickly shift spells. If you add a spell to your repertoire + during your daily preparations using Esoteric Polymath, when you prepare again, + you can choose to keep the new spell from Esoteric Polymath in your repertoire + and instead lose access to another spell of the same level in your repertoire. frequency: null has_been_manually_proofread: false level: 12 @@ -3582,7 +4296,9 @@ feat: - Bard trigger: null - action: null - descr: Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. + descr: Your connection to your muse has granted you unusual focus. If you have spent + at least 2 Focus Points since the last time you Refocused, you recover 2 Focus + Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 12 @@ -3599,7 +4315,8 @@ feat: - Bard trigger: null - action: null - descr: You can quicken your allies with a fast-paced performance. You learn the allegro composition cantrip. + descr: You can quicken your allies with a fast-paced performance. You learn the + allegro composition cantrip. frequency: null has_been_manually_proofread: false level: 14 @@ -3616,7 +4333,9 @@ feat: - Bard trigger: null - action: null - descr: You soothe your allies’ wounds with the power of your performance. You learn the soothing ballad composition spell. Increase the number of Focus Points in your focus pool by 1. + descr: You soothe your allies’ wounds with the power of your performance. You learn + the soothing ballad composition spell. Increase the number of Focus Points in + your focus pool by 1. frequency: null has_been_manually_proofread: false level: 14 @@ -3633,7 +4352,10 @@ feat: - Bard trigger: null - action: Single Action - descr: Your mind works at an incredible pace. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions. + descr: Your mind works at an incredible pace. You instantly use up to five Recall + Knowledge actions. If you have any special abilities or free actions that would + normally be triggered when you Recall Knowledge, you can’t use them for these + actions. frequency: null has_been_manually_proofread: false level: 14 @@ -3650,7 +4372,9 @@ feat: - Bard trigger: null - action: Free Action - descr: You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells. + descr: You maintain a spell with hardly a thought. You immediately gain the effects + of the Sustain a Spell action, allowing you to extend the duration of one of your + active class spells. frequency: null has_been_manually_proofread: false level: 16 @@ -3679,7 +4403,10 @@ feat: - Wizard trigger: null - action: null - descr: Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you’ve run out of spell slots of the appropriate spell level, but you can’t use this ability to cast a spell of your highest spell level. + descr: Your continued study of occult magic has increased your magical capacity, + allowing you to cast spells even when it seems impossible. You can cast one spell + each day even after you’ve run out of spell slots of the appropriate spell level, + but you can’t use this ability to cast a spell of your highest spell level. frequency: null has_been_manually_proofread: false level: 16 @@ -3696,7 +4423,8 @@ feat: - Bard trigger: null - action: null - descr: Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast. + descr: Your repertoire is vast, containing far more spells than usual. Add one spell + to your repertoire of each level you can cast. frequency: null has_been_manually_proofread: false level: 18 @@ -3713,7 +4441,12 @@ feat: - Bard trigger: null - action: null - descr: The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. + descr: The world is a stage upon which you are always playing. You are permanently + quickened; you can use your extra action only to cast a composition cantrip that + requires 1 action to cast. While in exploration mode, you can declare that you + are performing an eligible composition cantrip while using any exploration tactic. + Even before your first turn in a combat encounter, that cantrip is active as if + you had cast it on your previous turn. frequency: null has_been_manually_proofread: false level: 18 @@ -3730,7 +4463,15 @@ feat: - Bard trigger: null - action: null - descr: Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don’t understand. As long as you’re trained in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long as you’re trained in Nature, you can add primal spells to your book; and as long as you are trained in Religion, you can add divine spells to your book. Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can’t retain any spells from another tradition when you prepare again, even if you have Eclectic Polymath. + descr: Your esoteric formulas are so unusual that they allow you to dabble in magic + from diverse traditions that other bards don’t understand. As long as you’re trained + in Arcana, you can add arcane spells to your book from Esoteric Polymath; as long + as you’re trained in Nature, you can add primal spells to your book; and as long + as you are trained in Religion, you can add divine spells to your book. Like your + other spells in your book, you can add one of these spells from another tradition + to your repertoire as an occult spell each day using Esoteric Polymath, but you + can’t retain any spells from another tradition when you prepare again, even if + you have Eclectic Polymath. frequency: null has_been_manually_proofread: false level: 18 @@ -3747,7 +4488,9 @@ feat: - Bard trigger: null - action: null - descr: Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the fatal aria composition spell. Increase the number of Focus Points in your focus pool by 1. + descr: Your songs overwhelm the target with unbearable emotion, potentially striking + them dead on the spot. You learn the fatal aria composition spell. Increase the + number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 20 @@ -3764,7 +4507,8 @@ feat: - Bard trigger: null - action: null - descr: You develop another incredible creation. You gain an additional 10th-level spell slot. + descr: You develop another incredible creation. You gain an additional 10th-level + spell slot. frequency: null has_been_manually_proofread: false level: 20 @@ -3781,7 +4525,10 @@ feat: - Bard trigger: null - action: null - descr: You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration. + descr: You are able to weave countless performances together into a solo symphony. + You are no longer limited to a single composition each turn or a single composition + at a time; when you use a new composition, all previous compositions’ effects + continue for their remaining duration. frequency: null has_been_manually_proofread: false name: Symphony of the Muse @@ -3797,7 +4544,9 @@ feat: - Bard trigger: null - action: null - descr: You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell. + descr: You embody an aspect of your deity. Choose one of your deity’s domains from + those listed on page 441. You gain the domain’s initial domain spell as a devotion + spell. frequency: null has_been_manually_proofread: false name: Deity’s Domain @@ -3813,7 +4562,10 @@ feat: - Champion trigger: null - action: null - descr: You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike. + descr: You can use Retributive Strike with a ranged weapon. In addition, if the + foe that triggered your reaction is within 5 feet of your reach but not in your + reach, as part of your reaction you can Step to put the foe in your reach before + making a melee Retributive Strike. frequency: null has_been_manually_proofread: false level: 1 @@ -3830,7 +4582,9 @@ feat: - Champion trigger: null - action: null - descr: With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. + descr: With a burst of divine liberation, your ally’s movement from your Liberating + Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, + and uneven ground. frequency: null has_been_manually_proofread: false level: 1 @@ -3847,7 +4601,9 @@ feat: - Champion trigger: null - action: null - descr: Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration. + descr: Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead + of making the triggering creature enfeebled 2, you can make it stupefied 2 for + the same duration. frequency: null has_been_manually_proofread: false level: 1 @@ -3864,7 +4620,8 @@ feat: - Champion trigger: null - action: Reaction - descr: You call upon your deity’s grace, gaining a +2 circumstance bonus to the save. + descr: You call upon your deity’s grace, gaining a +2 circumstance bonus to the + save. frequency: null has_been_manually_proofread: false level: 2 @@ -3881,7 +4638,15 @@ feat: - Champion trigger: You attempt a save against a spell, before you roll. - action: null - descr: 'You’ve sworn to slay evil dragons. Add the following tenet to your code after the others: “You must slay evil dragons you encounter as long as you have a reasonable chance of success. Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider evil dragons to be legitimate authorities, even in nations they rule.' + descr: 'You’ve sworn to slay evil dragons. Add the following tenet to your code + after the others: “You must slay evil dragons you encounter as long as you have + a reasonable chance of success. Your Retributive Strike gains a +4 circumstance + bonus to damage against an evil dragon, or +6 if you have master proficiency with + the weapon you used. Your Glimpse of Redemption’s resistance against damage from + an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil + dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating + Step, and the ally can Step twice afterward. You don’t consider evil dragons to + be legitimate authorities, even in nations they rule.' frequency: null has_been_manually_proofread: false level: 2 @@ -3899,7 +4664,17 @@ feat: - Oath trigger: null - action: null - descr: 'You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.” Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends.' + descr: 'You’ve sworn an oath to banish the corruption of fiends to the dark planes + they call home. Add the following tenet to your champion’s code after the other + tenets: “You must banish or slay fiends you come across as long as you have a + reasonable chance of success; in the incredibly unlikely event you find a good + fiend, you don’t have to banish or kill it.” Your Retributive Strike gains a +4 + circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you + have master proficiency with the weapon you used. Your Glimpse of Redemption’s + resistance against damage from a fiend is 7 + your level. If you use Liberating + Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted + by your Liberating Step, and the ally can Step twice afterward. You don’t consider + fiends to be legitimate authorities, even in nations ruled by fiends.' frequency: null has_been_manually_proofread: false level: 2 @@ -3917,7 +4692,18 @@ feat: - Oath trigger: null - action: null - descr: 'You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s code after the other tenets: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.” Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward. You don’t consider undead to be legitimate authorities, even in nations ruled by undead.' + descr: 'You’ve sworn an oath to put the undead to rest. Add the following tenet + to your champion’s code after the other tenets: “You must end the existence of + undead you encounter as long as you have a reasonable chance of success; in the + unlikely event you find a good undead, you can try to work out a more peaceful + way to help it recover from its undead state rather than destroying it in combat, + such as helping it complete its unfinished business and find peace.” Your Retributive + Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you + have master proficiency with the weapon you used. Your Glimpse of Redemption’s + resistance against damage from an undead is 7 + your level. If you use Liberating + Step triggered by an undead, your ally gains a +4 circumstance bonus to checks + granted by your Liberating Step, and the ally can Step twice afterward. You don’t + consider undead to be legitimate authorities, even in nations ruled by undead.' frequency: null has_been_manually_proofread: false level: 2 @@ -3935,7 +4721,11 @@ feat: - Oath trigger: null - action: null - descr: 'You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: “You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren’t engaged in a mission that would prevent your doing so.”' + descr: 'You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. + Add the following tenet to your code after the others: “You must hunt down and + exterminate evil creatures that have committed heinous atrocities as long as you + have a reasonable chance of success and aren’t engaged in a mission that would + prevent your doing so.”' frequency: null has_been_manually_proofread: false level: 2 @@ -3953,7 +4743,10 @@ feat: - Oath trigger: null - action: null - descr: You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet. + descr: You stand strong in the face of danger and inspire your allies to do the + same. Whenever you become frightened, reduce the condition value by 1 (to a minimum + of 0). At the end of your turn when you would reduce your frightened condition + value by 1, you also reduce the value by 1 for all allies within 15 feet. frequency: null has_been_manually_proofread: false level: 4 @@ -3970,7 +4763,10 @@ feat: - Champion trigger: null - action: null - descr: Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead. + descr: Your faith makes you resistant to disease, protecting you as you offer succor + to the ill. You gain a +1 status bonus to saves against diseases. In addition, + if you roll a success on a save against a disease, you get a critical success + instead. frequency: null has_been_manually_proofread: false level: 4 @@ -3987,7 +4783,10 @@ feat: - Champion trigger: null - action: Single Action - descr: Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands. + descr: Your touch relieves fear and restores movement. If the next action you use + is to cast lay on hands, you can attempt to counteract a fear effect or an effect + imposing the paralyzed condition on the target, in addition to the other benefits + of lay on hands. frequency: null has_been_manually_proofread: false level: 4 @@ -4006,7 +4805,11 @@ feat: - Metamagic trigger: null - action: null - descr: You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. + descr: You lash out at a foe that leaves an opening. Make a melee Strike against + the triggering creature. If your attack is a critical hit and the trigger was + a manipulate action, you disrupt that action. This Strike doesn’t count toward + your multiple attack penalty, and your multiple attack penalty doesn’t apply to + this Strike. frequency: null has_been_manually_proofread: false level: 6 @@ -4026,7 +4829,9 @@ feat: - Champion trigger: null - action: null - descr: You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1. + descr: You excoriate a foe for its wrath against goodly creatures. You can cast + the litany against wrath devotion spell. Increase the number of Focus Points in + your focus pool by 1. frequency: null has_been_manually_proofread: false name: Litany Against Wrath @@ -4042,7 +4847,10 @@ feat: - Champion trigger: null - action: null - descr: You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion (page 214). In addition, your mount never attacks you, even if it is magically compelled to do so. + descr: You and your mount have grown closer, and your loyalty to each other is unbreakable. + The mount you gained through the divine ally class feature is now a mature animal + companion (page 214). In addition, your mount never attacks you, even if it is + magically compelled to do so. frequency: null has_been_manually_proofread: false name: Loyal Warhouse @@ -4058,7 +4866,11 @@ feat: - Champion trigger: null - action: null - descr: You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. + descr: You use your shield to protect your allies as well as yourself. When you + have a shield raised, you can use your Shield Block reaction when an attack is + made against an ally adjacent to you. If you do, the shield prevents that ally + from taking damage instead of preventing you from taking damage, following the + normal rules for Shield Block. frequency: null has_been_manually_proofread: false level: 6 @@ -4075,7 +4887,12 @@ feat: - Champion trigger: null - action: Single Action - descr: Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon. If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend. + descr: Your blade ally becomes an even more powerful tool against evildoers. Select + one foe you can see. Until the start of your next turn, your Strikes with the + weapon your blade ally inhabits against that foe deal an extra 4 good damage, + increasing to 6 if you have master proficiency with this weapon. If the foe attacks + one of your allies, the duration extends to the end of that foe’s next turn. If + the foe continues to attack your allies each turn, the duration continues to extend. frequency: null has_been_manually_proofread: false level: 6 @@ -4092,7 +4909,10 @@ feat: - Champion trigger: null - action: null - descr: Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. + descr: Through your conviction, you have glimpsed the deeper secrets of your deity’s + domain. You gain an advanced domain spell from the domain you chose with Deity’s + Domain. You can cast that spell as a devotion spell. Increase the number of Focus + Points in your focus pool by 1. frequency: null has_been_manually_proofread: false name: Advanced Deity’s Domain @@ -4108,7 +4928,9 @@ feat: - Champion trigger: null - action: null - descr: Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions. + descr: Your faith enhances your ability to remove conditions. When you use Mercy, + you can instead attempt to counteract the blinded, deafened, sickened, or slowed + conditions. frequency: null has_been_manually_proofread: false level: 8 @@ -4125,7 +4947,9 @@ feat: - Champion trigger: null - action: null - descr: Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level. + descr: Your devotion to your mount manifests as a surge of positive energy. When + you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for + each heightened level. frequency: null has_been_manually_proofread: false level: 8 @@ -4142,7 +4966,9 @@ feat: - Champion trigger: null - action: null - descr: You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block. + descr: You can block with your shield instinctively. At the start of each of your + turns, you gain an additional reaction that you can use only to perform a Shield + Block. frequency: null has_been_manually_proofread: false level: 8 @@ -4159,7 +4985,8 @@ feat: - Champion trigger: null - action: null - descr: Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits. + descr: Your inner grace attracts the attention of a second protective spirit. Choose + a second type of divine ally and gain its benefits. frequency: null has_been_manually_proofread: false level: 8 @@ -4176,7 +5003,14 @@ feat: - Champion trigger: null - action: null - descr: You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can’t pinpoint the location. This acts as a vague sense, similar to humans’ sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day. + descr: You sense evil as a queasy or foreboding feeling. When in the presence of + an aura of evil that is powerful or overwhelming (page 328), you eventually detect + the aura, though you might not do so instantly, and you can’t pinpoint the location. + This acts as a vague sense, similar to humans’ sense of smell. An evil creature + using a disguise or otherwise trying to hide its presence attempts a Deception + check against your Perception DC to hide its aura from you. If the creature succeeds + at its Deception check, it is then temporarily immune to your Sense Evil for 1 + day. frequency: null has_been_manually_proofread: false level: 8 @@ -4193,7 +5027,9 @@ feat: - Champion trigger: null - action: null - descr: Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. + descr: Your devotion is strong enough to increase your focus to incredible heights. + If you have spent at least 2 Focus Points since the last time you Refocused, you + recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 10 @@ -4210,7 +5046,10 @@ feat: - Champion trigger: null - action: null - descr: Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion (page 214). During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike. + descr: Under your care, your mount has realized its innate potential. The mount + you gained through the divine ally class feature is now a nimble or savage animal + companion (page 214). During an encounter, even if you don’t use the Command an + Animal action, your mount can still use 1 action on your turn to Stride or Strike. frequency: null has_been_manually_proofread: false level: 10 @@ -4227,7 +5066,9 @@ feat: - Champion trigger: null - action: null - descr: You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1. + descr: You rail against the sin of sloth, turning a foe’s laziness against it. You + can cast the litany against sloth devotion spell. Increase the number of Focus + Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 10 @@ -4244,7 +5085,11 @@ feat: - Champion trigger: null - action: null - descr: 'Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment' + descr: 'Your divine ally radiates power, enhancing your chosen weapon. When you + choose the weapon for your blade ally during your daily preparations, add the + following property runes to the list of effects you can choose from: flaming + and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your + cause’s alignment' frequency: null has_been_manually_proofread: false level: 10 @@ -4261,7 +5106,10 @@ feat: - Champion trigger: null - action: Reaction - descr: When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally. + descr: When you shield your ally against an attack, you call upon your power to + protect your ally further. You use the Shield Block reaction to prevent damage + to an ally and also use your champion’s reaction against the foe that attacked + your ally. frequency: null has_been_manually_proofread: false level: 10 @@ -4277,9 +5125,12 @@ feat: traits: - Champion - Flourish - trigger: A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction. + trigger: A foe’s attack against an ally matches the trigger for both your Shield + Block reaction and your champion’s reaction. - action: null - descr: The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison. + descr: The divine grace that flows through you grants reprieve from an affliction. + When you use Mercy, you can instead attempt to counteract a curse, disease, or + poison. frequency: null has_been_manually_proofread: false level: 12 @@ -4296,7 +5147,10 @@ feat: - Champion trigger: null - action: null - descr: You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round. + descr: You radiate an aura of pure belief that imbues your attacks and those of + nearby allies with holy power. Your Strikes deal an extra 1 good damage against + evil creatures. Also, each good-aligned ally within 15 feet gains this benefit + on their first Strike that hits an evil creature each round. frequency: null has_been_manually_proofread: false level: 12 @@ -4313,7 +5167,12 @@ feat: - Champion trigger: null - action: Two Actions - descr: You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite), and you can convert all the physical damage from the attack into good damage. + descr: You call upon divine power and make a weapon or unarmed Strike against a + foe you have witnessed harming an ally or innocent. The Strike deals two extra + weapon damage dice if the target of your Strike is evil. Whether or not the target + is evil, the Strike applies all effects that normally apply on a Retributive Strike + (such as divine smite), and you can convert all the physical damage from the attack + into good damage. frequency: null has_been_manually_proofread: false level: 12 @@ -4330,7 +5189,8 @@ feat: - Champion trigger: null - action: null - descr: You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1. + descr: You can suffer so that others might live. You can cast the champion’s sacrifice + devotion spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false name: Champion’s Sacrifice @@ -4346,7 +5206,9 @@ feat: - Champion trigger: null - action: null - descr: You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies. + descr: You use your shield to harry your enemies, preventing them from stepping + away from or around you. All spaces adjacent to you are difficult terrain for + your enemies. frequency: null has_been_manually_proofread: false level: 12 @@ -4363,7 +5225,11 @@ feat: - Champion trigger: null - action: null - descr: When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first. + descr: When you cast doubt upon your foes, the effect lasts longer than usual. After + being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 + minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of + Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied + causes it to lose a spell, whichever comes first. frequency: null has_been_manually_proofread: false level: 12 @@ -4380,7 +5246,9 @@ feat: - Champion trigger: null - action: null - descr: Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit. + descr: Instead of you taking a Step at the end of your Liberating Step, the triggering + ally can Stride up to half their Speed. Even if you have exalt, only the triggering + ally gains this benefit. frequency: null has_been_manually_proofread: false level: 12 @@ -4397,7 +5265,9 @@ feat: - Champion trigger: null - action: null - descr: Your aura hampers fiends’ teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells. + descr: Your aura hampers fiends’ teleportation. Your aura attempts to counteract + teleportation spells cast by fiends within 15 feet, using the spell level and + DC of your devotion spells. frequency: null has_been_manually_proofread: false level: 14 @@ -4414,7 +5284,9 @@ feat: - Champion trigger: null - action: null - descr: Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects. + descr: Your aura protects against necromantic effects. You and all allies within + 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against + necromancy effects. frequency: null has_been_manually_proofread: false level: 14 @@ -4431,7 +5303,8 @@ feat: - Champion trigger: null - action: null - descr: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. + descr: Your righteous aura dampens evil’s might. You and all allies within 15 feet + gain evil resistance 5. frequency: null has_been_manually_proofread: false level: 14 @@ -4448,7 +5321,9 @@ feat: - Champion trigger: null - action: null - descr: When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty. + descr: When you call upon others to take retribution, you also guide their aim. + When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, + instead of a –5 penalty. frequency: null has_been_manually_proofread: false level: 14 @@ -4465,7 +5340,8 @@ feat: - Champion trigger: null - action: null - descr: At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction. + descr: At the start of each of your turns, you gain an additional reaction that + you can use only for your champion’s reaction. frequency: null has_been_manually_proofread: false level: 14 @@ -4482,7 +5358,9 @@ feat: - Champion trigger: null - action: null - descr: You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1. + descr: You call upon righteousness to expose an evil foe’s weakness. You can cast + the litany of righteousness devotion spell. Increase the number of Focus Points + in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 14 @@ -4499,7 +5377,10 @@ feat: - Champion trigger: null - action: null - descr: Your aura protects against destructive energies and dragons’ breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level. + descr: Your aura protects against destructive energies and dragons’ breath. You + and all allies within 15 feet gain resistance equal to your Charisma modifier + to acid, cold, electricity, fire, and poison. If the source of one of these types + of damage is a dragon’s breath, increase the resistance to half your level. frequency: null has_been_manually_proofread: false level: 14 @@ -4516,7 +5397,15 @@ feat: - Champion trigger: null - action: null - descr: 'Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion (page 217). You can select one of the usual specializations or the auspice specialization. Auspice mounts gain the following benefits: Your companion is marked by your deity’s religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity’s servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.' + descr: 'Guided by your ongoing care, your steed has developed incredible intelligence + and skill. The mount you gained through the divine ally class feature is now a + specialized animal companion (page 217). You can select one of the usual specializations + or the auspice specialization. Auspice mounts gain the following benefits: Your + companion is marked by your deity’s religious symbol as a sacred creature of your + deity. Its proficiency rank in Religion increases to expert, it can speak the + language associated with your deity’s servitors (Celestial for champions who follow + the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom + modifier by 1.' frequency: null has_been_manually_proofread: false level: 16 @@ -4533,7 +5422,9 @@ feat: - Champion trigger: null - action: null - descr: Divine energy fills your weapon. Whenever you critically hit a foe with Smite Evil or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn. + descr: Divine energy fills your weapon. Whenever you critically hit a foe with Smite + Evil or a Retributive Strike, your attack adds an extra damage die, and the target + is slowed 1 on its next turn. frequency: null has_been_manually_proofread: false level: 16 @@ -4550,7 +5441,9 @@ feat: - Champion trigger: null - action: null - descr: You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself. + descr: You protect an ally with both your shield and your body. Whenever you use + the Shield Block reaction to prevent damage to an ally, you can evenly split the + remaining damage after the Shield Block between the ally and yourself. frequency: null has_been_manually_proofread: false level: 16 @@ -4567,7 +5460,11 @@ feat: - Champion trigger: null - action: null - descr: You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you’ve become (archon, angel, or azata, for example). + descr: You take on a celestial countenance, appearing like a type of celestial who + serves your deity; for example, as an angel, you would gain a halo and feathery + wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t + already have it, and you gain the celestial trait and the trait appropriate to + the type of servitor you’ve become (archon, angel, or azata, for example). frequency: null has_been_manually_proofread: false level: 18 @@ -4584,7 +5481,11 @@ feat: - Champion trigger: null - action: null - descr: Your mercy transcends the bounds of life and death. When you use Mercy, you can cast lay on hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect. + descr: Your mercy transcends the bounds of life and death. When you use Mercy, you + can cast lay on hands on a creature that died since your last turn to return it + to life. The target returns to life with 1 hit point and becomes wounded 1. You + can’t use Ultimate Mercy if the triggering effect was disintegrate or a death + effect. frequency: null has_been_manually_proofread: false level: 18 @@ -4601,7 +5502,12 @@ feat: - Champion trigger: null - action: null - descr: Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage. Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example). + descr: Your steed gains incredible celestial powers granted by your deity. It gains + darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to + evil damage. Additionally, it grows wings appropriate to a servitor of your deity + (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. + It gains the celestial trait and the trait appropriate to the type of servitor + it has become (archon, angel, or azata, for example). frequency: null has_been_manually_proofread: false level: 20 @@ -4618,7 +5524,10 @@ feat: - Champion trigger: null - action: null - descr: 'Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: dancing, greater disrupting, and keen.' + descr: 'Your divine ally turns your chosen weapon into a paragon of its type. When + you choose the weapon for your blade divine ally during your preparations, add + the following property runes to the list of effects you can choose from: dancing, + greater disrupting, and keen.' frequency: null has_been_manually_proofread: false level: 20 @@ -4635,7 +5544,12 @@ feat: - Champion trigger: null - action: null - descr: Your shield is a vessel of divine protection. When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity’s realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired. + descr: Your shield is a vessel of divine protection. When you’re wielding your chosen + shield, it is always raised, even without you using the Raise a Shield action. + Your chosen shield doubles its HP and BT, rather than increasing them by half. + If it would be destroyed, it vanishes to your deity’s realm instead, where your + divine ally repairs it. During your next daily preparations, the shield returns + to you fully repaired. frequency: null has_been_manually_proofread: false level: 20 @@ -4652,7 +5566,11 @@ feat: - Champion trigger: null - action: null - descr: Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6. + descr: Your deity’s weapon is especially powerful in your hands. When you are wielding + your deity’s favored weapon, increase the damage die size of that weapon by one + step. If your deity’s favored weapon is an unarmed attack (such as a fist, if + you worship Irori) and its damage die is smaller than d6, instead increase its + damage die size to d6. frequency: null has_been_manually_proofread: false level: 1 @@ -4669,7 +5587,11 @@ feat: - Cleric trigger: null - action: null - descr: 'Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain’s theme and domain spells appear in Table 8–2: Domains on page 441.' + descr: 'Your deity bestows a special spell related to their powers. Select one domain—a + subject of particular interest to you within your religion—from your deity’s list. + You gain an initial domain spell for that domain, a spell unique to the domain + and not available to other clerics. Each domain’s theme and domain spells appear + in Table 8–2: Domains on page 441.' frequency: null has_been_manually_proofread: false level: 1 @@ -4686,7 +5608,8 @@ feat: - Cleric trigger: null - action: null - descr: The mordant power of your negative energy grows. When you cast harm, you roll d10s instead of d8s. + descr: The mordant power of your negative energy grows. When you cast harm, you + roll d10s instead of d8s. frequency: null has_been_manually_proofread: false level: 1 @@ -4703,7 +5626,8 @@ feat: - Cleric trigger: null - action: null - descr: Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. + descr: Your positive energy is even more vibrant and restorative. When you cast + heal, you roll d10s instead of d8s. frequency: null has_been_manually_proofread: false level: 1 @@ -4720,7 +5644,8 @@ feat: - Cleric trigger: null - action: null - descr: You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast damage fiends as though they were undead. + descr: You combine holy energy with positive energy to damage demons, devils, and + their evil ilk. Heal spells you cast damage fiends as though they were undead. frequency: null has_been_manually_proofread: false level: 1 @@ -4737,7 +5662,8 @@ feat: - Cleric trigger: null - action: null - descr: You study a wider range of simple spells. You can prepare two additional cantrips each day. + descr: You study a wider range of simple spells. You can prepare two additional + cantrips each day. frequency: null has_been_manually_proofread: false level: 2 @@ -4754,7 +5680,10 @@ feat: - Cleric trigger: null - action: null - descr: You’re a conduit for positive energy, and as you cit through you, it heals some of your minor injuries. When you cast the heal spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the heal spell. + descr: You’re a conduit for positive energy, and as you cit through you, it heals + some of your minor injuries. When you cast the heal spell to heal a single creature + other than yourself, you regain Hit Points equal to the spell level of the heal + spell. frequency: null has_been_manually_proofread: false level: 2 @@ -4773,7 +5702,14 @@ feat: - Positive trigger: null - action: null - descr: Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents. + descr: Carefully etching a sacred image into a physical object, you steel yourself + for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a + weapon or shield. The symbol doesn’t fade until 1 year has passed, but if you + Emblazon an Armament, any symbol you previously emblazoned and any symbol already + emblazoned on that item instantly disappears. The item becomes a religious symbol + of your deity and can be used as a divine focus while emblazoned, and it gains + another benefit determined by the type of item. This benefit applies only to followers + of the deity the symbol represents. frequency: null has_been_manually_proofread: false level: 2 @@ -4791,7 +5727,10 @@ feat: - Exploration trigger: null - action: null - descr: You draw the life force out of your enemies to heal your own wounds. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell level of your harm spell. If you aren’t a living creature, you gain no benefit from this feat. + descr: You draw the life force out of your enemies to heal your own wounds. When + you cast a harm spell and damage at least one living creature, you regain Hit + Points equal to the spell level of your harm spell. If you aren’t a living creature, + you gain no benefit from this feat. frequency: null has_been_manually_proofread: false level: 2 @@ -4809,7 +5748,10 @@ feat: - Healing trigger: null - action: null - descr: Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a heal spell to damage undead, each undead of your level or lower that critically fails its save gains the fleeing condition for 1 round. + descr: Undead harmed by your positive energy might flee, compelled by an innate + aversion to the force opposite undeath. When you use a heal spell to damage undead, + each undead of your level or lower that critically fails its save gains the fleeing + condition for 1 round. frequency: null has_been_manually_proofread: false level: 2 @@ -4826,7 +5768,9 @@ feat: - Cleric trigger: null - action: null - descr: As you explore your deity’s aspects, you move beyond restrictions on healing or harming. You can prepare either harm or heal in the spell slots gained from the harmful font or healing font. + descr: As you explore your deity’s aspects, you move beyond restrictions on healing + or harming. You can prepare either harm or heal in the spell slots gained from + the harmful font or healing font. frequency: null has_been_manually_proofread: false level: 2 @@ -4843,7 +5787,12 @@ feat: - Cleric trigger: null - action: Two Actions - descr: You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell’s damage to the Strike’s damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell). + descr: You siphon the destructive energies of positive or negative energy through + a melee attack and into your foe. Make a melee Strike and add the spell’s damage + to the Strike’s damage. This is negative damage if you expended a harm spell or + positive damage if you expended a heal spell. The spell is expended with no effect + if your Strike fails or hits a creature that isn’t damaged by that energy type + (such as if you hit a non-undead creature with a heal spell). frequency: null has_been_manually_proofread: false level: 4 @@ -4862,7 +5811,13 @@ feat: - Necromancy trigger: null - action: Single Action - descr: You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast harm targeting one undead creature, you transform the effects of that harm spell. Instead of harm’s normal effects, the target becomes controlled by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being controlled by you. If the target is already under someone else’s command, the controlling creature also rolls a saving throw, and the undead uses the better result. + descr: You grasp the animating force within an undead creature and bend it to your + will. If the next action you use is to cast harm targeting one undead creature, + you transform the effects of that harm spell. Instead of harm’s normal effects, + the target becomes controlled by you if its level is equal to or lower than your + level – 3. It can attempt a Will saving throw to resist being controlled by you. + If the target is already under someone else’s command, the controlling creature + also rolls a saving throw, and the undead uses the better result. frequency: null has_been_manually_proofread: false level: 4 @@ -4881,7 +5836,9 @@ feat: - Metamagic trigger: null - action: null - descr: You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation. + descr: You can shape the energy you channel in a single direction, reaching farther + and in a more directed fashion. When you cast a version of harm or heal that has + an area, you can make its area a 60-foot cone instead of a 30-foot emanation. frequency: null has_been_manually_proofread: false level: 4 @@ -4898,7 +5855,11 @@ feat: - Cleric trigger: null - action: null - descr: You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your heal spell instead of yourself. You can also use Communal Healing when you target only yourself with a heal spell, though if you do, you must grant the additional healing to someone other than yourself. + descr: You can direct excess channeled energy outward to benefit an ally. You can + grant the Hit Points you would regain from Communal Healing to any one creature + within the range of your heal spell instead of yourself. You can also use Communal + Healing when you target only yourself with a heal spell, though if you do, you + must grant the additional healing to someone other than yourself. frequency: null has_been_manually_proofread: false level: 4 @@ -4915,7 +5876,12 @@ feat: - Cleric trigger: null - action: Single Action - descr: You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast harm to restore Hit Points to a single undead creature, the target then deals an additional 1d6 negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the harm spell is at least 5th level, this damage increases to 2d6, and if the harm spell is at least 8th level, the damage increases to 3d6. + descr: You pour negative energy into your undead subject to empower its attacks. + If the next action you use is to cast harm to restore Hit Points to a single undead + creature, the target then deals an additional 1d6 negative damage with its melee + weapons and unarmed attacks until the end of its next turn. If the harm spell + is at least 5th level, this damage increases to 2d6, and if the harm spell is + at least 8th level, the damage increases to 3d6. frequency: null has_been_manually_proofread: false level: 4 @@ -4934,7 +5900,11 @@ feat: - Metamagic trigger: null - action: Single Action - descr: The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. + descr: The sheer force of your faith can bring a foe crashing down. If the next + action you use is to cast harm or heal to damage one creature, the target is knocked + prone if it takes any damage from the spell. If the target critically fails its + save against the spell, it also takes a –10-foot status penalty to its Speed for + 1 minute. frequency: null has_been_manually_proofread: false level: 6 @@ -4953,7 +5923,11 @@ feat: - Metamagic trigger: null - action: Free Action - descr: You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment. + descr: You siphon residual spell energy into a weapon you’re wielding. Until the + end of your turn, the weapon deals an additional 1d4 force damage. You can instead + deal an additional 1d6 damage of an alignment type that matches one of your deity’s + alignment components. As usual for aligned damage, this can damage only creatures + of the opposite alignment. frequency: once per turn has_been_manually_proofread: false level: 6 @@ -4968,9 +5942,13 @@ feat: page_stop: 123 traits: - Cleric - trigger: You finish Casting a Spell using one of your divine spell slots on your turn. + trigger: You finish Casting a Spell using one of your divine spell slots on your + turn. - action: null - descr: As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell. + descr: As you call down divine power, you can prevent some enemies from benefiting + or some allies from being hurt. When you cast a version of harm or heal that has + an area, you can designate a number of creatures equal to your Charisma modifier + (minimum 1) that are not targeted by the spell. frequency: null has_been_manually_proofread: false level: 6 @@ -4987,7 +5965,9 @@ feat: - Cleric trigger: null - action: null - descr: Confident in your technique, you don’t lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted. + descr: Confident in your technique, you don’t lose spells easily. If a reaction + would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, + your action isn’t disrupted. frequency: null has_been_manually_proofread: false level: 6 @@ -5012,7 +5992,10 @@ feat: - Wizard trigger: null - action: null - descr: 'Your studies or prayers have unlocked deeper secrets of your deity’s domain. You gain an advanced domain spell from one of your domains (as listed in Table 8–2: Domains on page 441). Increase the number of Focus Points in your focus pool by 1.' + descr: 'Your studies or prayers have unlocked deeper secrets of your deity’s domain. + You gain an advanced domain spell from one of your domains (as listed in Table + 8–2: Domains on page 441). Increase the number of Focus Points in your focus pool + by 1.' frequency: null has_been_manually_proofread: false level: 8 @@ -5029,7 +6012,10 @@ feat: - Cleric trigger: null - action: Single Action - descr: You bring a weapon into metaphysical concordance with your deity’s beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment component. + descr: You bring a weapon into metaphysical concordance with your deity’s beliefs. + When you select this feat, choose chaotic, evil, good, or lawful. Your choice + must match one of your deity’s alignment components. This action has the trait + corresponding to the chosen alignment component. frequency: once per round has_been_manually_proofread: false level: 8 @@ -5048,7 +6034,10 @@ feat: - Evocation trigger: null - action: null - descr: 'You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.' + descr: 'You can remove conditions with divine grace. You can sacrifice one heal + spell you’ve prepared in your extra slots from healing font to cast one of the + following spells instead: remove curse, remove disease, remove paralysis, or restoration. + The spell is heightened to the same level as the heal spell you sacrificed.' frequency: null has_been_manually_proofread: false level: 8 @@ -5065,7 +6054,9 @@ feat: - Cleric trigger: null - action: null - descr: Your positive energy sets undead alight. When you use a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell’s level. + descr: Your positive energy sets undead alight. When you use a heal spell to damage + undead, each undead that takes damage also takes persistent fire damage equal + to the spell’s level. frequency: null has_been_manually_proofread: false level: 8 @@ -5082,7 +6073,10 @@ feat: - Cleric trigger: null - action: null - descr: With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. + descr: With elemental forces, you make your emblazoned symbols more potent. When + you Emblazon an Armament, you can choose from the following effects instead of + the effects listed in that feat. These effects have the same restrictions as the + base options. frequency: null has_been_manually_proofread: false level: 8 @@ -5099,7 +6093,11 @@ feat: - Cleric trigger: null - action: null - descr: The force of your deity’s castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed Strikes deal extra good damage to fiends equal to half the level of the heal spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune). + descr: The force of your deity’s castigation strengthens your body so you can strike + down the wicked. After you damage a fiend using a heal spell, your weapon or unarmed + Strikes deal extra good damage to fiends equal to half the level of the heal spell + until the end of your next turn. This is cumulative with any good damage the weapon + already deals (such as from a holy rune). frequency: null has_been_manually_proofread: false level: 10 @@ -5116,7 +6114,11 @@ feat: - Cleric trigger: null - action: Single Action - descr: 'The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.' + descr: 'The restorative power of your healing invigorates the recipient. If the + next action you use is to cast heal targeting a single living creature and the + target regains Hit Points from the spell, it also gains three bonuses until the + end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to + attack rolls, and a +1 status bonus to damage rolls.' frequency: null has_been_manually_proofread: false level: 10 @@ -5135,7 +6137,10 @@ feat: - Metamagic trigger: null - action: null - descr: Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn’t critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours. + descr: Undead creatures find it all but impossible to resist your commands. When + you use Command Undead, if the undead succeeds at its save but doesn’t critically + succeed, it is your minion for 1 round. If the undead fails its save, it is your + minion for 10 minutes. If it critically fails, it is your minion for 24 hours. frequency: null has_been_manually_proofread: false level: 10 @@ -5152,7 +6157,11 @@ feat: - Cleric trigger: null - action: null - descr: Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn. + descr: Striking out against your enemies draws praise and protection from your deity. + When you damage a creature with a Strike using your deity’s favored weapon, you + gain a number of temporary Hit Points equal to half your level, or equal to your + level if the Strike was a critical hit. These temporary Hit Points last until + the start of your next turn. frequency: null has_been_manually_proofread: false level: 10 @@ -5169,7 +6178,10 @@ feat: - Cleric trigger: null - action: Single Action - descr: Your faith provides temporary protection in addition to healing. If the next action you use is to cast harm or heal on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round. + descr: Your faith provides temporary protection in addition to healing. If the next + action you use is to cast harm or heal on a single target and the target regains + Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws + for 1 round. frequency: null has_been_manually_proofread: false level: 12 @@ -5188,7 +6200,9 @@ feat: - Metamagic trigger: null - action: null - descr: Your devotion to your deity’s domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. + descr: Your devotion to your deity’s domains grows greater, and so does the power + granted to you. If you have spent at least 2 Focus Points since the last time + you Refocused, you recover 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 12 @@ -5205,7 +6219,9 @@ feat: - Cleric trigger: null - action: null - descr: Your deity’s symbol protects against offensive magic. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. These effects have the same restrictions as the base options. + descr: Your deity’s symbol protects against offensive magic. When you Emblazon an + Armament, you can choose from the following effects instead of the effects listed + in that feat. These effects have the same restrictions as the base options. frequency: null has_been_manually_proofread: false level: 12 @@ -5222,7 +6238,11 @@ feat: - Cleric trigger: null - action: null - descr: When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn. + descr: When your deity blesses your warlike acts, you can extend that favor to your + allies. You can grant the temporary Hit Points from Replenishment of War to an + ally within 10 feet instead of gaining them yourself. You can grant these temporary + Hit Points to a different ally each time, meaning you might be able to grant them + to multiple creatures in a single turn. frequency: null has_been_manually_proofread: false level: 12 @@ -5239,7 +6259,10 @@ feat: - Cleric trigger: null - action: null - descr: When you call upon your deity’s power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast. + descr: When you call upon your deity’s power to fulfill the promise of their domain, + you gain divine protection. After you cast a domain spell, you gain resistance + to all damage until the start of your next turn. The amount of resistance is equal + to the level of the domain spell you cast. frequency: null has_been_manually_proofread: false name: Deity’s Protection @@ -5255,7 +6278,8 @@ feat: - Cleric trigger: null - action: null - descr: The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute. + descr: The alignment you impose on a weapon lasts much longer. The duration of Align + Armament increases to 1 minute. frequency: null has_been_manually_proofread: false level: 14 @@ -5272,7 +6296,11 @@ feat: - Cleric trigger: null - action: null - descr: Divine power is always at your fingertips, swiftly responding to your call. When you cast harm or heal by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have Versatile Font). + descr: Divine power is always at your fingertips, swiftly responding to your call. + When you cast harm or heal by spending 2 actions, you can get the effects of the + 3-action version instead of the 2-action version. You can do this with harm if + you have harmful font or heal if you have healing font (or both if you have Versatile + Font). frequency: null has_been_manually_proofread: false level: 14 @@ -5289,7 +6317,10 @@ feat: - Cleric trigger: null - action: Reaction - descr: The force of your blow sends your victim back to its home plane. You expend a banishment spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal. + descr: The force of your blow sends your victim back to its home plane. You expend + a banishment spell you have prepared, affecting the creature you critically hit + without needing to cast the spell. The creature can attempt to resist the spell + as normal. frequency: null has_been_manually_proofread: false level: 14 @@ -5306,7 +6337,10 @@ feat: - Cleric trigger: You critically hit a creature that is not on its home plane. - action: null - descr: A life of evil has made you a nexus for your deity’s vile power. You’re continuously surrounded by a bane spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute. + descr: A life of evil has made you a nexus for your deity’s vile power. You’re continuously + surrounded by a bane spell with a spell level equal to half your level (rounded + up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; + if you do, it returns automatically after 1 minute. frequency: null has_been_manually_proofread: false level: 16 @@ -5323,7 +6357,10 @@ feat: - Cleric trigger: null - action: null - descr: Your good deeds have brought your deity’s grace to you for all of eternity. You’re continuously surrounded by a bless spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can’t increase it. You can Dismiss the spell; if you do, it returns automatically after 1 minute. + descr: Your good deeds have brought your deity’s grace to you for all of eternity. + You’re continuously surrounded by a bless spell with a spell level equal to half + your level (rounded up). The radius is 15 feet, and you can’t increase it. You + can Dismiss the spell; if you do, it returns automatically after 1 minute. frequency: null has_been_manually_proofread: false level: 16 @@ -5340,7 +6377,11 @@ feat: - Cleric trigger: null - action: null - descr: You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a dying creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked unconscious. + descr: You can cause a creature you bring back from the brink of death to thrive + and continue healing. When you restore Hit Points to a dying creature or bring + a dead creature back to life and restore Hit Points to it, you grant that creature + fast healing 5 for 1 minute. This fast healing ends if the creature is knocked + unconscious. frequency: null has_been_manually_proofread: false level: 16 @@ -5357,7 +6398,9 @@ feat: - Cleric trigger: null - action: null - descr: The intensity of your focus grows from the investment you’ve placed in your domains. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. + descr: The intensity of your focus grows from the investment you’ve placed in your + domains. If you have spent at least 3 Focus Points since the last time you Refocused, + you recover 3 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 18 @@ -5374,7 +6417,12 @@ feat: - Cleric trigger: null - action: Single Action - descr: When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn’t cost another spell slot. + descr: When you pull forth positive or negative energy, you also create a smaller + pocket of that energy. If the next action you use is to cast a 2-action harm or + heal to heal or damage a single creature, choose one additional creature adjacent + to either you or the target. Target that creature with a 1-action version of the + same spell. This spell is the same level as the 2-action harm or heal you cast + and doesn’t cost another spell slot. frequency: null has_been_manually_proofread: false level: 18 @@ -5393,7 +6441,13 @@ feat: - Metamagic trigger: null - action: null - descr: You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don’t have banishment prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment. + descr: You easily banish creatures with your weapon. You can use Swift Banishment + as long as you have a spell slot of 5th level or higher remaining, even if you + don’t have banishment prepared. You must sacrifice a prepared spell of 5th level + or higher, and the banishment effect you create is heightened to the level of + that spell. Your weapon serves as the special material component of banishment, + causing the target to take the –2 penalty to its save against any banishment you + cast using Swift Banishment. frequency: null has_been_manually_proofread: false level: 18 @@ -5410,7 +6464,16 @@ feat: - Cleric trigger: null - action: null - descr: Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the commune ritual to contact your deity, you don’t have to pay any cost and you automatically get a critical success. Third, once per day, you can cast plane shift as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you’re in your deity’s realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the concentrate and divine traits. + descr: Your extensive service has made you a lesser herald of your deity, which + affords you certain privileges. First, any creature you encounter knows instinctively + that you speak for your deity. Second, if you conduct the commune ritual to contact + your deity, you don’t have to pay any cost and you automatically get a critical + success. Third, once per day, you can cast plane shift as a divine innate spell, + but only to travel to the realm of your deity. When you cast it this way, its + casting time is 1 minute, your religious symbol is a sufficient tuning fork for + this spell, and you appear exactly where you want to be. If you’re in your deity’s + realm due to this spell, you can return to the point you left when you cast it + by spending a single action, which has the concentrate and divine traits. frequency: null has_been_manually_proofread: false name: Avatar’s Audience @@ -5426,7 +6489,8 @@ feat: - Cleric trigger: null - action: null - descr: You are a conduit for truly deific power. You gain an additional 10th-level spell slot. + descr: You are a conduit for truly deific power. You gain an additional 10th-level + spell slot. frequency: null has_been_manually_proofread: false level: 20 @@ -5443,7 +6507,11 @@ feat: - Cleric trigger: null - action: Free Action - descr: Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 metamagic action that you can perform that normally takes 1 action and can be applied to the harm or heal spell. If you use it in this way, its effects apply only to a harm or heal spell. + descr: Deep understanding of divine revelations into the nature of vital essence + allows you to freely manipulate the effects of your positive or negative energy. + Use 1 metamagic action that you can perform that normally takes 1 action and can + be applied to the harm or heal spell. If you use it in this way, its effects apply + only to a harm or heal spell. frequency: null has_been_manually_proofread: false level: 20 @@ -5461,7 +6529,9 @@ feat: - Concentrate trigger: null - action: null - descr: You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information. + descr: You gain the service of a young animal companion that travels with you on + your adventures and obeys any simple commands you give it to the best of its abilities. + See Animal Companions on page 214 for more information. frequency: null has_been_manually_proofread: false level: 1 @@ -5478,7 +6548,9 @@ feat: - Druid trigger: null - action: null - descr: You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars, which are detailed on page 217. + descr: You gain a leshy familiar, a Tiny plant that embodies one of the many spirits + of nature. Other than taking the form of a plant instead of an animal, this familiar + uses all the same rules as other familiars, which are detailed on page 217. frequency: null has_been_manually_proofread: false level: 1 @@ -5495,7 +6567,10 @@ feat: - Druid trigger: null - action: null - descr: You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog). + descr: You are at home out in the elements, reveling in the power of nature unleashed. + You do not take circumstance penalties to ranged spell attacks or Perception checks + caused by weather, and your targeted spells don’t require a flat check to succeed + against a target concealed by weather (such as fog). frequency: null has_been_manually_proofread: false level: 1 @@ -5512,7 +6587,13 @@ feat: - Druid trigger: null - action: Single Action - descr: You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. + descr: You manipulate the energy of your spell, causing it to spread out and affect + a wider area. If the next action you use is to Cast a Spell that has an area of + a burst, cone, or line and does not have a duration, increase the area of that + spell. Add 5 feet to the radius of a burst that normally has a radius of at least + 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length + of a cone or line that is normally 15 feet long or smaller, and add 10 feet to + the length of a larger cone or line. frequency: null has_been_manually_proofread: false level: 1 @@ -5539,7 +6620,9 @@ feat: - Wizard trigger: null - action: null - descr: You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats. + descr: You are one with the wild, always changing and adapting to meet any challenge. + You gain the wild shape order spell, which lets you transform into a variety of + forms that you can expand with druid feats. frequency: null has_been_manually_proofread: false level: 1 @@ -5556,7 +6639,10 @@ feat: - Druid trigger: null - action: null - descr: You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you’ve prepared in one of your druid spell slots with a summon animal or summon plants and fungi spell of the same level. + descr: You call upon the creatures of nature to come to your aid. You can spend + 10 minutes in concert with nature to replace one of the spells you’ve prepared + in one of your druid spell slots with a summon animal or summon plants and fungi + spell of the same level. frequency: null has_been_manually_proofread: false level: 2 @@ -5573,7 +6659,8 @@ feat: - Druid trigger: null - action: null - descr: You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. + descr: You infuse your familiar with additional primal energy, increasing its abilities. + You can select four familiar or master abilities each day, instead of two. frequency: null has_been_manually_proofread: false level: 2 @@ -5590,7 +6677,13 @@ feat: - Druid trigger: null - action: null - descr: You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose. + descr: You have learned the secrets of another druidic order, passing whatever rites + of initiation that order requires and gaining access to its secrets. Choose an + order other than your own. You gain a 1st-level feat that lists that order as + a prerequisite, and you are now a member of that order for the purpose of meeting + feat prerequisites. If you commit acts anathema to your new order, you lose all + feats and abilities requiring that order but retain your other druid feats and + abilities. You don’t gain any of the other benefits of the order you chose. frequency: null has_been_manually_proofread: false level: 2 @@ -5607,7 +6700,9 @@ feat: - Druid trigger: null - action: Single Action - descr: Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. + descr: Your affinity for the natural world grants you protection against some of + its dangers. You gain poison resistance equal to half your level, and you gain + a +1 status bonus to saving throws against poisons. frequency: null has_been_manually_proofread: false level: 2 @@ -5624,7 +6719,11 @@ feat: - Druid trigger: null - action: Single Action - descr: With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell. + descr: With additional care and effort, you can take on an alternate form for a + longer period of time. If your next action is to cast wild shape, wild shape’s + spell level is 2 lower than normal (minimum 1st level), but you can remain transformed + for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss + the form at any time, as permitted by the spell. frequency: null has_been_manually_proofread: false level: 4 @@ -5643,7 +6742,11 @@ feat: - Metamagic trigger: null - action: null - descr: Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules on page 214 for more information. Your animal companion is better trained than most. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike. + descr: Your animal companion grows up, becoming a mature animal companion, which + grants it additional capabilities. See the animal companion rules on page 214 + for more information. Your animal companion is better trained than most. During + an encounter, even if you don’t use the Command an Animal action, your animal + companion can still use 1 action on your turn that round to Stride or Strike. frequency: null has_been_manually_proofread: false name: Mature Animal Companion (Druid) @@ -5659,7 +6762,9 @@ feat: - Druid trigger: null - action: null - descr: You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order. + descr: You have delved deeper into the teaching of a new order, gaining access to + a coveted order spell. Choose an order you have selected with Order Explorer. + You gain the initial order spell from that order. frequency: null has_been_manually_proofread: false level: 4 @@ -5676,7 +6781,8 @@ feat: - Druid trigger: null - action: null - descr: Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list. + descr: Your form is as mutable as the weather, changing to meet your whim. You add + the forms listed in humanoid form to your wild shape list. frequency: null has_been_manually_proofread: false level: 4 @@ -5693,7 +6799,9 @@ feat: - Druid trigger: null - action: null - descr: You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress. + descr: You can always find a path, almost as if foliage parted before you. You ignore + any difficult terrain caused by plants, such as bushes, vines, and undergrowth. + Even plants manipulated by magic don’t impede your progress. frequency: null has_been_manually_proofread: false level: 4 @@ -5710,7 +6818,12 @@ feat: - Druid trigger: null - action: null - descr: You can communicate with plants on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants typically can’t fulfill most requests you might ask of them unless you have access to other magic such as speak with plants. Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant using Green Empathy. + descr: You can communicate with plants on a basic level and use Diplomacy to Make + an Impression on them and to make very simple Requests of them. Non-creature plants + typically can’t fulfill most requests you might ask of them unless you have access + to other magic such as speak with plants. Because of your affiliation with the + leaf order, plants have a sense that you support them, so you gain a +2 circumstance + bonus on your check to Make a Request of a plant using Green Empathy. frequency: null has_been_manually_proofread: false level: 6 @@ -5727,7 +6840,10 @@ feat: - Druid trigger: null - action: null - descr: Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in insect form to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes. + descr: Your understanding of life expands, allowing you to mimic a wider range of + creatures. Add the forms in insect form to your wild shape list. Whenever you + use wild shape to polymorph into the non-flying insect form listed in pest form, + the duration is 24 hours instead of 10 minutes. frequency: null has_been_manually_proofread: false level: 6 @@ -5744,7 +6860,10 @@ feat: - Druid trigger: null - action: Reaction - descr: You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast tempest surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement. + descr: You lash out, directing a burst of storming fury toward a creature that has + harmed you. You cast tempest surge on the triggering opponent and push that creature, + moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically + fails. This movement is forced movement. frequency: null has_been_manually_proofread: false level: 6 @@ -5759,9 +6878,13 @@ feat: page_stop: 136 traits: - Druid - trigger: An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack. + trigger: An opponent adjacent to you critically hits you with a melee weapon or + melee unarmed attack. - action: null - descr: You have mastered the shape of ferocious dinosaurs. Add the forms listed in dinosaur form to your wild shape list. Whenever you use wild shape to take a form that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks. + descr: You have mastered the shape of ferocious dinosaurs. Add the forms listed + in dinosaur form to your wild shape list. Whenever you use wild shape to take + a form that grants you a specific Athletics modifier, you gain a +1 status bonus + to your Athletics checks. frequency: null has_been_manually_proofread: false level: 8 @@ -5778,7 +6901,9 @@ feat: - Druid trigger: null - action: null - descr: You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise, illusory object, illusory scene, and veil to your spell list as primal spells. + descr: You have learned some of the tricks the fey use to bend primal magic toward + illusions and trickery. Add illusory disguise, illusory object, illusory scene, + and veil to your spell list as primal spells. frequency: null has_been_manually_proofread: false level: 8 @@ -5795,7 +6920,9 @@ feat: - Druid trigger: null - action: null - descr: Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 214). + descr: Your animal companion continues to grow and develop. It becomes a nimble + or savage animal companion (your choice), gaining additional capabilities determined + by the type of companion (page 214). frequency: null has_been_manually_proofread: false name: Incredible Companion (Druid) @@ -5811,7 +6938,12 @@ feat: - Druid trigger: null - action: null - descr: Wings free you from the shackles of the ground below. Add the bat and bird forms in aerial form to your wild shape list. If you have Insect Shape, you also add the wasp form to your wild shape list. If you have Ferocious Shape, you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks. + descr: Wings free you from the shackles of the ground below. Add the bat and bird + forms in aerial form to your wild shape list. If you have Insect Shape, you also + add the wasp form to your wild shape list. If you have Ferocious Shape, you also + add the pterosaur form to your wild shape list. Whenever you use wild shape to + gain a form that grants you a specific Acrobatics modifier, you gain a +1 status + bonus to Acrobatics checks. frequency: null has_been_manually_proofread: false level: 8 @@ -5828,7 +6960,9 @@ feat: - Druid trigger: null - action: null - descr: You bid the winds to lift and carry you through the air. You gain the stormwind flight order spell. Increase the number of Focus Points in your focus pool by 1. + descr: You bid the winds to lift and carry you through the air. You gain the stormwind + flight order spell. Increase the number of Focus Points in your focus pool by + 1. frequency: null has_been_manually_proofread: false level: 8 @@ -5845,7 +6979,10 @@ feat: - Druid trigger: null - action: null - descr: You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to fire. + descr: You understand the fundamental elements of nature such that you can imbue + them into your body and manifest as a living embodiment of those elements. Add + the forms in elemental form to your wild shape list. Whenever you’re polymorphed + into another form using wild shape, you gain resistance 5 to fire. frequency: null has_been_manually_proofread: false level: 10 @@ -5862,7 +6999,10 @@ feat: - Druid trigger: null - action: Single Action - descr: You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell level to that creature. This is a healing effect. + descr: You can take advantage of shapechanging magic to close wounds and patch injuries. + If your next action is to cast a non-cantrip polymorph spell that targets only + one creature, your polymorph spell also restores 1d6 Hit Points per spell level + to that creature. This is a healing effect. frequency: null has_been_manually_proofread: false level: 10 @@ -5880,7 +7020,12 @@ feat: - Metamagic trigger: null - action: Single Action - descr: With a complex gesture, you call upon the primal power of your spell to overcome enemies’ resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected. + descr: With a complex gesture, you call upon the primal power of your spell to overcome + enemies’ resistances. If the next action you use is to Cast a Spell, the spell + ignores an amount of the target’s resistance to acid, cold, electricity, fire, + or sonic damage equal to your level. This applies to all damage the spell deals, + including persistent damage and damage caused by an ongoing effect of the spell, + such as the wall created by wall of fire. A creature’s immunities are unaffected. frequency: null has_been_manually_proofread: false level: 10 @@ -5899,7 +7044,11 @@ feat: - Metamagic trigger: null - action: null - descr: You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don’t have wild shape, you can instead cast plant form once per day, heightened to the highest spell level you can cast. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to poison. + descr: You can take the form of a plant creature. Add the forms listed in plant + form to your wild shape list; if you don’t have wild shape, you can instead cast + plant form once per day, heightened to the highest spell level you can cast. Whenever + you’re polymorphed into another form using wild shape, you gain resistance 5 to + poison. frequency: null has_been_manually_proofread: false level: 10 @@ -5916,7 +7065,10 @@ feat: - Druid trigger: null - action: null - descr: You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions. + descr: You and your animal companion fight in tandem, distracting your foes and + keeping them off balance. Whenever you and your animal companion are adjacent + to the same foe, you are both flanking that foe with each other, regardless of + your actual positions. frequency: null has_been_manually_proofread: false name: Side by Side (Druid) @@ -5932,7 +7084,10 @@ feat: - Druid trigger: null - action: null - descr: You can take on the form of some of the world’s most fearsome creatures. Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison. + descr: You can take on the form of some of the world’s most fearsome creatures. + Add the forms listed in dragon form to your wild shape list. Whenever you’re polymorphed + into another form using wild shape, you gain resistance 5 to your choice of acid, + cold, electricity, fire, or poison. frequency: null has_been_manually_proofread: false level: 12 @@ -5949,7 +7104,10 @@ feat: - Druid trigger: null - action: null - descr: You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of speak with plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you. + descr: You share a special kinship with all things green and living. You (and your + leshy familiar, if you have one) are constantly under the effects of speak with + plants. Most non-creature plants recognize you as a druid of the leaf order and + are friendly to you. frequency: null has_been_manually_proofread: false level: 12 @@ -5966,7 +7124,10 @@ feat: - Druid trigger: null - action: null - descr: Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. + descr: Your connection to nature is particularly strong, and the spirits of nature + flock around you, helping you replenish your focus. If you have spent at least + 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when + you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 12 @@ -5983,7 +7144,8 @@ feat: - Druid trigger: null - action: null - descr: Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the primal summons order spell. + descr: Whenever you summon an ally, you can empower it with the elemental power + of air, earth, fire, or water. You gain the primal summons order spell. frequency: null has_been_manually_proofread: false level: 12 @@ -6000,7 +7162,9 @@ feat: - Druid trigger: null - action: null - descr: Your animal companion continues to grow in power and ability, and it is now cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section on page 214.) + descr: Your animal companion continues to grow in power and ability, and it is now + cunning enough to become specialized. Your animal companion gains one specialization + of your choice. (See the Animal Companion section on page 214.) frequency: null has_been_manually_proofread: false name: Specialized Companion (Druid) @@ -6016,7 +7180,8 @@ feat: - Druid trigger: null - action: null - descr: With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic. + descr: With primal magic sustaining you, you cease aging. The overflowing primal + energy gives you a +2 status bonus to saves against diseases and primal magic. frequency: null has_been_manually_proofread: false level: 14 @@ -6033,7 +7198,17 @@ feat: - Druid trigger: null - action: null - descr: You transform into a plant version of yourself. You gain the plant trait and lose any trait that’s inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the concentrate trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. If you rest for 10 minutes while transformed into a non-creature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied conditions, as well as all poisons and diseases of 19th level or lower. + descr: You transform into a plant version of yourself. You gain the plant trait + and lose any trait that’s inappropriate for your new form (typically humanoid + for a PC, but also possibly animal or fungus). You can change from a form that + looks mostly like your old self into a tree or any other non-creature plant as + a single action, which has the concentrate trait. This has the same effect as + tree shape, except you can turn into any kind of non-creature plant and your AC + is 30. If you rest for 10 minutes while transformed into a non-creature plant + during daylight hours under direct sunlight, you recover half your maximum Hit + Points. If you take your daily rest in this way, the rest restores you to maximum + Hit Points and removes all non-permanent drained, enfeebled, clumsy, and stupefied + conditions, as well as all poisons and diseases of 19th level or lower. frequency: null has_been_manually_proofread: false level: 14 @@ -6050,7 +7225,9 @@ feat: - Druid trigger: null - action: null - descr: You can fill an area with devastating briars that impale and impede your foes. You gain the impaling briars order spell. Increase the number of Focus Points in your focus pool by 1. + descr: You can fill an area with devastating briars that impale and impede your + foes. You gain the impaling briars order spell. Increase the number of Focus Points + in your focus pool by 1. frequency: null has_been_manually_proofread: false name: Impaling Briars @@ -6066,7 +7243,9 @@ feat: - Druid trigger: null - action: null - descr: You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in monstrosity form to your wild shape list. If you have Soaring Shape, add the phoenix form listed in aerial form to your wild shape list. + descr: You can transform into a powerful magical creature. Add the purple worm and + sea serpent forms listed in monstrosity form to your wild shape list. If you have + Soaring Shape, add the phoenix form listed in aerial form to your wild shape list. frequency: null has_been_manually_proofread: false level: 16 @@ -6083,7 +7262,8 @@ feat: - Druid trigger: null - action: null - descr: You can invoke nature’s fury upon your foes. You gain the storm lord order spell. Increase the number of Focus Points in your focus pool by 1. + descr: You can invoke nature’s fury upon your foes. You gain the storm lord order + spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 18 @@ -6100,7 +7280,9 @@ feat: - Druid trigger: null - action: null - descr: Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you Dismiss it. + descr: Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; + you may have even forgotten your original form. When you use Form Control, instead + of lasting 1 hour, wild shape is permanent until you Dismiss it. frequency: null has_been_manually_proofread: false level: 18 @@ -6117,7 +7299,9 @@ feat: - Druid trigger: null - action: null - descr: Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. + descr: Your reservoir of Focus Points is a deep wellspring. If you have spent at + least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points + when you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 18 @@ -6134,7 +7318,8 @@ feat: - Druid trigger: null - action: null - descr: You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot. + descr: You have entwined yourself with the natural world, and its full power flows + through you. You gain an additional 10th-level spell slot. frequency: null has_been_manually_proofread: false name: Hierophant’s Power @@ -6150,7 +7335,9 @@ feat: - Druid trigger: null - action: Single Action - descr: You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the prepared spell as you cast it. + descr: You can cast your spells effortlessly by tapping into the leylines of the + world. If your next action is to Cast a Spell of 5th level or lower that has no + duration, you don’t expend the prepared spell as you cast it. frequency: once per minute has_been_manually_proofread: false level: 20 @@ -6170,7 +7357,11 @@ feat: - Metamagic trigger: null - action: Two Actions - descr: You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. Once per day, you can transform into a kaiju, with the effects of nature incarnate; if you have Plant Shape, you can instead transform into a green man. + descr: You transcend the limitations of form. While under the effects of wild shape, + you can change into any other form on your wild shape list; if the durations of + the forms would vary, use the shorter of the two durations. Once per day, you + can transform into a kaiju, with the effects of nature incarnate; if you have + Plant Shape, you can instead transform into a green man. frequency: null has_been_manually_proofread: false level: 20 @@ -6188,7 +7379,14 @@ feat: - Druid trigger: null - action: Two Actions - descr: You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. + descr: You lash out at your foe with both weapons. Make two Strikes, one with each + of your two melee weapons, each using your current multiple attack penalty. Both + Strikes must have the same target. If the second Strike is made with a weapon + that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, + combine their damage, and then add any other applicable effects from both weapons. + You add any precision damage only once, to the attack of your choice. Combine + the damage from both Strikes and apply resistances and weaknesses only once. This + counts as two attacks when calculating your multiple attack penalty. frequency: null has_been_manually_proofread: false level: 1 @@ -6205,7 +7403,8 @@ feat: - Fighter trigger: null - action: Single Action - descr: You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect. + descr: You make a controlled attack, fully accounting for your momentum. Make a + Strike. The Strike gains the following failure effect. frequency: null has_been_manually_proofread: false level: 1 @@ -6223,7 +7422,11 @@ feat: - Press trigger: null - action: Single Action - descr: You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment. + descr: You take aim to pick off nearby enemies quickly. When using a ranged volley + weapon while you are in this stance, you don’t take the penalty to your attack + rolls from the volley trait. When using a ranged weapon that doesn’t have the + volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against + targets within the weapon’s first range increment. frequency: null has_been_manually_proofread: false level: 1 @@ -6242,7 +7445,11 @@ feat: - Stance trigger: null - action: Two Actions - descr: You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. + descr: You unleash a particularly powerful attack that clobbers your foe but leaves + you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating + your multiple attack penalty. If this Strike hits, you deal an extra die of weapon + damage. If you’re at least 10th level, increase this to two extra dice, and if + you’re at least 18th level, increase it to three extra dice. frequency: null has_been_manually_proofread: false level: 1 @@ -6260,7 +7467,10 @@ feat: - Flourish trigger: null - action: Reaction - descr: You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. + descr: You can snap your shield into place just as you would take a blow, avoiding + the hit at the last second. You immediately use the Raise a Shield action and + gain your shield’s bonus to AC. The circumstance bonus from the shield applies + to your AC when you’re determining the outcome of the triggering attack. frequency: null has_been_manually_proofread: false level: 1 @@ -6277,7 +7487,10 @@ feat: - Fighter trigger: An enemy hits you with a melee Strike. - action: Single Action - descr: You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first. + descr: You combine an attack with quick grappling moves to throw an enemy off balance + as long as it stays in your reach. Make a Strike while keeping one hand free. + If this Strike hits, the target is flat-footed until the start of your next turn + or until it’s no longer within the reach of your hand, whichever comes first. frequency: null has_been_manually_proofread: false level: 1 @@ -6294,7 +7507,13 @@ feat: - Fighter trigger: null - action: Free Action - descr: You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved. + descr: You push back as you block the attack, knocking your foe away or off balance. + You use your shield to push the triggering creature, either automatically Shoving + it 5 feet or causing it to become flat-footed until the start of your next turn. + The triggering creature chooses whether to be moved or become flat-footed. If + it chooses to be moved, you choose the direction. If the Shove would cause it + to hit a solid object, enter a square of difficult terrain, or enter another creature’s + space, it must become flat-footed instead of being moved. frequency: null has_been_manually_proofread: false level: 2 @@ -6309,9 +7528,13 @@ feat: page_stop: 145 traits: - Fighter - trigger: You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller. + trigger: You use the Shield Block reaction, and the opponent that triggered Shield + Block is adjacent to you and is your size or smaller. - action: Single Action - descr: With a quick shot, you interfere with a foe in combat. You can use the Aid action with a ranged weapon you wield. Instead of being within reach of the target, you must be within maximum range of the target. An Assisting Shot uses ammunition and incurs penalties just like any other attack. + descr: With a quick shot, you interfere with a foe in combat. You can use the Aid + action with a ranged weapon you wield. Instead of being within reach of the target, + you must be within maximum range of the target. An Assisting Shot uses ammunition + and incurs penalties just like any other attack. frequency: null has_been_manually_proofread: false level: 2 @@ -6328,7 +7551,13 @@ feat: - Fighter trigger: null - action: Single Action - descr: Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions. + descr: Throwing your weight behind your attack, you hit your opponent hard enough + to make it stumble back. Make a Strike with a two-handed melee weapon. If you + hit a target that is your size or smaller, that creature is flat-footed until + the end of your current turn, and you can automatically Shove it, with the same + benefits as the Shove action (including the critical success effect, if your Strike + was a critical hit). If you move to follow the target, your movement doesn’t trigger + reactions. frequency: null has_been_manually_proofread: false level: 2 @@ -6346,7 +7575,10 @@ feat: - Press trigger: null - action: Single Action - descr: You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first. + descr: You swipe at your opponent and grab at them. Make a melee Strike while keeping + one hand free. If the Strike hits, you grab the target using your free hand. The + creature remains grabbed until the end of your next turn or until it Escapes, + whichever comes first. frequency: null has_been_manually_proofread: false level: 2 @@ -6364,7 +7596,9 @@ feat: - Press trigger: null - action: Single Action - descr: You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. + descr: You can parry attacks against you with your one-handed weapon. You gain a + +2 circumstance bonus to AC until the start of your next turn as long as you continue + to meet the requirements. frequency: null has_been_manually_proofread: false level: 2 @@ -6372,7 +7606,8 @@ feat: prereqs: - descr: Class Level 2 feat: null - requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. + requirement: You are wielding only a single one-handed melee weapon and have your + other hand or hands free. source: - abbr: CRB page_start: 146 @@ -6381,7 +7616,9 @@ feat: - Fighter trigger: null - action: Two Actions - descr: Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. + descr: Your blow not only wounds creatures but also shatters their confidence. Make + a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened + 2 on a critical hit. frequency: null has_been_manually_proofread: false level: 2 @@ -6401,7 +7638,10 @@ feat: - Mental trigger: null - action: Single Action - descr: Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike. + descr: Extending your body to its limits, you attack an enemy that would normally + be beyond your reach. Make a Strike with a melee weapon, increasing your reach + by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, + you can use the corresponding action instead of a Strike. frequency: null has_been_manually_proofread: false level: 2 @@ -6418,7 +7658,10 @@ feat: - Fighter trigger: null - action: Two Actions - descr: You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. + descr: You shoot twice in blindingly fast succession. Make two Strikes, each against + a separate target and with a –2 penalty. Both attacks count toward your multiple + attack penalty, but the penalty doesn’t increase until after you’ve made both + of them. frequency: null has_been_manually_proofread: false level: 4 @@ -6436,7 +7679,16 @@ feat: - Flourish trigger: null - action: Single Action - descr: You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free. + descr: You snap your free hand over to grip your weapon just long enough to add + momentum and deliver a more powerful blow to your opponent. Make a Strike with + the required weapon. You quickly switch your grip during the Strike in order to + make the attack with two hands. If the weapon doesn’t normally have the two-hand + trait, increase its weapon damage die by one step for this attack. (Rules on increasing + die size appear on page 279.) If the weapon has the two-hand trait, you gain the + benefit of that trait and a circumstance bonus to damage equal to the weapon’s + number of damage dice. When the Strike is complete, you resume gripping the weapon + with only one hand. This action doesn’t end any stance or fighter feat effect + that requires you to have one hand free. frequency: null has_been_manually_proofread: false level: 4 @@ -6454,7 +7706,12 @@ feat: - Flourish trigger: null - action: Two Actions - descr: You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. + descr: You make an attack to knock a foe off balance, then follow up immediately + with a sweep to topple them. Make a melee Strike. If it hits and deals damage, + you can attempt an Athletics check to Trip the creature you hit. If you’re wielding + a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand + free. Both attacks count toward your multiple attack penalty, but the penalty + doesn’t increase until after you’ve made both of them. frequency: null has_been_manually_proofread: false level: 4 @@ -6472,7 +7729,11 @@ feat: - Flourish trigger: null - action: null - descr: You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature. + descr: You can push larger foes around with your attack. You can use Aggressive + Block or Brutish Shove against a creature up to two sizes larger than you. When + a creature you Shove has to stop moving because it would hit an object, it takes + damage equal to your Strength modifier (minimum 1). This happens regardless of + how you Shoved the creature. frequency: null has_been_manually_proofread: false level: 4 @@ -6489,7 +7750,11 @@ feat: - Fighter trigger: null - action: Single Action - descr: You turn your foes’ flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn’t count toward your multiple attack penalty. + descr: You turn your foes’ flanking against them with a quick reverse. Make a melee + Strike against one of the flanking enemies and make a second Strike with the same + weapon or unarmed attack against a different enemy that is flanking you. This + second Strike has the same multiple attack penalty of the initial attack and doesn’t + count toward your multiple attack penalty. frequency: null has_been_manually_proofread: false level: 4 @@ -6508,7 +7773,11 @@ feat: - Press trigger: null - action: null - descr: When your shield is up, your enemies’ blows can’t touch you. hen you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type. + descr: When your shield is up, your enemies’ blows can’t touch you. hen you have + your shield raised, you can Stride to move half your Speed without triggering + reactions that are triggered by your movement (such as Attacks of Opportunity). + You can use Shielded Stride while Flying or Swimming instead of Striding if you + have the corresponding movement type. frequency: null has_been_manually_proofread: false level: 4 @@ -6525,7 +7794,10 @@ feat: - Fighter trigger: null - action: Single Action - descr: You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. + descr: You use your two weapons to parry attacks. You gain a +1 circumstance bonus + to AC until the start of your next turn, or a +2 circumstance bonus if either + weapon has the parry trait. You lose this circumstance bonus if you no longer + meet this feat’s requirement. frequency: null has_been_manually_proofread: false level: 4 @@ -6542,7 +7814,9 @@ feat: - Fighter trigger: null - action: null - descr: You’ve studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group. + descr: You’ve studied the art of wielding an advanced weapon. Choose a weapon group. + You gain proficiency with all advanced weapons in that group as if they were martial + weapons of their weapon group. frequency: null has_been_manually_proofread: false level: 6 @@ -6559,7 +7833,13 @@ feat: - Fighter trigger: null - action: Single Action - descr: When an enemy’s movement is compromised, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect. Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. This damage has the same damage type as the weapon. + descr: When an enemy’s movement is compromised, you deliver a more deadly blow. + Make a Strike against a creature that is grabbed, prone, or restrained. You gain + a circumstance bonus to damage on this Strike equal to the number of weapon damage + dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike + gains the following failure effect. Failure You deal damage to the target equal + to the number of weapon damage dice, or that number + 2 if you’re wielding the + weapon in two hands. This damage has the same damage type as the weapon. frequency: null has_been_manually_proofread: false level: 6 @@ -6577,7 +7857,11 @@ feat: - Press trigger: null - action: Single Action - descr: You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you. + descr: You adopt a fencing stance that improves your control over your weapon. While + you are in this stance, you gain a +1 circumstance bonus to Athletics checks to + Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks + to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes + larger than you. frequency: null has_been_manually_proofread: false level: 6 @@ -6585,7 +7869,8 @@ feat: prereqs: - descr: trained in Athletics feat: null - requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. + requirement: You are wielding only a single one-handed melee weapon and have your + other hand or hands free. source: - abbr: CRB page_start: 147 @@ -6595,7 +7880,9 @@ feat: - Stance trigger: null - action: null - descr: You’ve learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two. + descr: You’ve learned to maintain your balance even when swinging furiously. When + you make a Power Attack with a melee weapon you’re wielding in two hands, it counts + as one attack toward your multiple attack penalty instead of two. frequency: null has_been_manually_proofread: false level: 6 @@ -6612,23 +7899,31 @@ feat: - Fighter trigger: null - action: Reaction - descr: You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. + descr: You use your weapon to deflect the attack against your ally, granting a +2 + circumstance bonus to their Armor Class against the triggering attack. This turns + the triggering critical hit into a hit, or the triggering hit into a miss. frequency: null has_been_manually_proofread: false name: Guardian’s Deflection prereqs: - descr: Class Level 6 feat: null - requirement: You are wielding a single one-handed melee weapon and have your other hand or hands free. + requirement: You are wielding a single one-handed melee weapon and have your other + hand or hands free. source: - abbr: CRB page_start: 148 page_stop: 148 traits: - Fighter - trigger: An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. + trigger: An ally within your melee reach is hit by an attack, you can see the attacker, + and the ally gaining a +2 circumstance bonus to AC would turn the critical hit + into a hit or the hit into a miss. - action: null - descr: You can use your shield to fend off the worst of area effects and other damage. When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn’t physical damage. + descr: You can use your shield to fend off the worst of area effects and other damage. + When you Raise your Shield, you gain your shield’s circumstance bonus to Reflex + saves. If you have the Shield Block reaction, damage you take as a result of a + Reflex save can trigger that reaction, even if the damage isn’t physical damage. frequency: null has_been_manually_proofread: false level: 6 @@ -6645,7 +7940,19 @@ feat: - Fighter trigger: null - action: Two Actions - descr: You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a Strike with the required melee weapon. You don’t have to attempt a flat check to hit a concealed creature, and you have to succeed at only a DC 5 flat check to target a hidden creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target. If the target is concealed, other creatures don’t need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can’t become undetected to anyone who sees your weapon. If the target is invisible, the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions. + descr: You drive your piercing weapon into an imperceptible foe, revealing its location + to your allies. Make a Strike with the required melee weapon. You don’t have to + attempt a flat check to hit a concealed creature, and you have to succeed at only + a DC 5 flat check to target a hidden creature. If you hit and deal damage, you + can drive the required weapon into a corporeal target, revealing its current position. + You Release the weapon, and it becomes lodged in the target. If the target is + concealed, other creatures don’t need to succeed at a flat check to hit it. If + the target is hidden, other creatures have to succeed at only a DC 5 flat check + to target it. The creatures need to be able to see your weapon to gain any of + these benefits, and the target can’t become undetected to anyone who sees your + weapon. If the target is invisible, the weapon remains visible while lodged in + it. This benefit lasts until the weapon is removed from the creature. An adjacent + creature or the target can remove the weapon with 2 Interact actions. frequency: null has_been_manually_proofread: false level: 6 @@ -6662,7 +7969,11 @@ feat: - Fighter trigger: null - action: Single Action - descr: Your offense exploits your enemy’s fear. Make a melee Strike against a frightened creature. If you hit and deal damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to you when you damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of your next turn. + descr: Your offense exploits your enemy’s fear. Make a melee Strike against a frightened + creature. If you hit and deal damage, the target becomes flat-footed until its + frightened condition ends. If the target was already flat-footed to you when you + damaged it with this Strike, it can’t reduce its frightened value below 1 until + the start of your next turn. frequency: null has_been_manually_proofread: false level: 6 @@ -6680,7 +7991,10 @@ feat: - Press trigger: null - action: null - descr: You use your shield to protect your allies. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block. + descr: You use your shield to protect your allies. When you have a shield raised, + you can use your Shield Block reaction when an attack is made against an ally + adjacent to you. If you do, the shield prevents that ally from taking damage instead + of preventing you from taking damage, following the normal rules for Shield Block. frequency: null has_been_manually_proofread: false level: 6 @@ -6697,7 +8011,11 @@ feat: - Fighter trigger: null - action: null - descr: You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them. + descr: You can quickly fire multiple shots with greater control. When you use Double + Shot, you can make the attacks against the same target. You can add an additional + action to Double Shot to make three ranged Strikes instead of two. If you do, + the penalty is –4. All attacks count toward your multiple attack penalty, but + the penalty doesn’t increase until after you’ve made all of them. frequency: null has_been_manually_proofread: false level: 6 @@ -6714,7 +8032,12 @@ feat: - Fighter trigger: null - action: null - descr: Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you. + descr: Your battle instincts make you more aware of concealed and invisible opponents. + You don’t need to succeed at a flat check to target concealed creatures. You’re + not flat-footed to creatures that are hidden from you (unless you’re flat-footed + to them for reasons other than the hidden condition), and you need only a successful + DC 5 flat check to target a hidden creature. While you’re adjacent to an undetected + creature of your level or lower, it is instead only hidden from you. frequency: null has_been_manually_proofread: false level: 8 @@ -6733,7 +8056,8 @@ feat: - Rogue trigger: null - action: Reaction - descr: You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature. + descr: You riposte against your flailing enemy. Make a melee Strike against or attempt + to Disarm the triggering creature. frequency: null has_been_manually_proofread: false level: 8 @@ -6750,7 +8074,11 @@ feat: - Fighter trigger: A creature within your reach critically fails a Strike against you. - action: Two Actions - descr: Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn. + descr: Your attack can ground an airborne foe. Make a Strike. If it hits and deals + damage to a flying target, the target falls up to 120 feet. The fall is gradual + enough that if it causes the target to hit the ground, the target takes no damage + from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, + or otherwise leave the ground until the end of your next turn. frequency: null has_been_manually_proofread: false level: 8 @@ -6767,7 +8095,9 @@ feat: - Fighter trigger: null - action: Two Actions - descr: By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition. + descr: By spending a moment to focus, you can ensure your attack strikes true. Make + a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the + attack roll and ignore the target’s concealed condition. frequency: null has_been_manually_proofread: false level: 8 @@ -6785,7 +8115,11 @@ feat: - Fighter trigger: null - action: Single Action - descr: Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have Attack of Opportunity, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so. + descr: Your shots become nimble and deadly. While you’re in this stance, your ranged + Strikes don’t trigger Attacks of Opportunity or other reactions that are triggered + by a ranged attack. If you have Attack of Opportunity, you can use it with a loaded + ranged weapon you’re wielding. The triggering creature must be within 5 feet of + you for you to do so. frequency: null has_been_manually_proofread: false level: 8 @@ -6803,7 +8137,9 @@ feat: - Stance trigger: null - action: Two Actions - descr: With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules found on page 475. + descr: With punishing blows, you force your opponent into position. Make a Strike + with the required weapon. If you hit, you move the target 5 feet into a space + in your reach. This follows the forced movement rules found on page 475. frequency: null has_been_manually_proofread: false level: 8 @@ -6811,7 +8147,8 @@ feat: prereqs: - descr: Class Level 8 feat: null - requirement: You are wielding a two-handed melee weapon and your target is within your reach. + requirement: You are wielding a two-handed melee weapon and your target is within + your reach. source: - abbr: CRB page_start: 149 @@ -6821,7 +8158,9 @@ feat: - Flourish trigger: null - action: null - descr: You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block. + descr: You can bring your shield into place with hardly a thought. At the start + of each of your turns, you gain an additional reaction that you can use only to + Shield Block. frequency: null has_been_manually_proofread: false level: 8 @@ -6838,7 +8177,15 @@ feat: - Fighter trigger: null - action: Two Actions - descr: You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike. + descr: You make an impressive leap and swing while you soar. Make a Leap, High Jump, + or Long Jump and attempt one melee Strike at any point during your jump. Immediately + after the Strike, you fall to the ground if you’re in the air, even if you haven’t + reached the maximum distance of your jump. If the distance you fall is no more + than the height of your jump, you take no damage and land upright. When attempting + a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long + Jump DCs, and increase your maximum distance to double your Speed. Special If + you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use + Felling Strike instead of a normal Strike. frequency: null has_been_manually_proofread: false level: 8 @@ -6855,7 +8202,9 @@ feat: - Fighter trigger: null - action: null - descr: Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8). + descr: Your graceful moves with agile weapons are beyond compare. Your multiple + attack penalty with agile weapons and agile unarmed attacks becomes –3 for your + second attack and –6 for subsequent attacks (rather than –4 and –8). frequency: null has_been_manually_proofread: false level: 10 @@ -6872,7 +8221,11 @@ feat: - Fighter trigger: null - action: Single Action - descr: Even when you don’t hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect. Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.) + descr: Even when you don’t hit squarely, you can still score a glancing blow. Make + a melee Strike. It gains the following failure effect. Failure Your attack deals + any damage it would have dealt on a hit, excluding all damage dice. (This removes + damage dice from weapon runes, spells, and special abilities, in addition to weapon + damage dice.) frequency: null has_been_manually_proofread: false level: 10 @@ -6890,7 +8243,9 @@ feat: - Press trigger: null - action: null - descr: You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity. + descr: You are particularly swift at punishing foes who leave you openings. At the + start of each of your turns when you regain your actions, you gain an additional + reaction that can be used only to make an Attack of Opportunity. frequency: null has_been_manually_proofread: false level: 10 @@ -6907,7 +8262,9 @@ feat: - Fighter trigger: null - action: Two Actions - descr: Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until the end of its next turn. + descr: Aiming for a weak point, you impede your foe with a precise shot. Make a + ranged weapon Strike. If it hits and deals damage, the target is slowed 1 until + the end of its next turn. frequency: null has_been_manually_proofread: false level: 10 @@ -6925,7 +8282,10 @@ feat: - Flourish trigger: null - action: Single Action - descr: After your initial attack redirects your foe’s defenses, your follow-up wrests their weapon from their grasp. Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect. + descr: After your initial attack redirects your foe’s defenses, your follow-up wrests + their weapon from their grasp. Make a melee Strike with the required weapon. In + addition to its other effects, this Strike gains the success and critical success + effects of the Disarm action. The Strike also has the following failure effect. frequency: null has_been_manually_proofread: false level: 10 @@ -6933,7 +8293,8 @@ feat: prereqs: - descr: trained in Athletics feat: null - requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. + requirement: You are wielding only a single one-handed melee weapon and have your + other hand or hands free. source: - abbr: CRB page_start: 150 @@ -6943,7 +8304,11 @@ feat: - Press trigger: null - action: Single Action - descr: The slightest distraction can provoke your wrath, and you’re prepared to foil enemies’ actions. As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it’s a critical hit). + descr: The slightest distraction can provoke your wrath, and you’re prepared to + foil enemies’ actions. As long as you are in this stance, you can use Attack of + Opportunity when a creature within your reach uses a concentrate action, in addition + to manipulate and move actions. Furthermore, you disrupt a triggering concentrate + or manipulate action if your Strike hits (not only if it’s a critical hit). frequency: null has_been_manually_proofread: false level: 10 @@ -6961,7 +8326,10 @@ feat: - Stance trigger: null - action: null - descr: Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to double the target’s frightened value. If you have master proficiency in Intimidation, increase the bonus to triple the target’s frightened value. + descr: Fear makes your foes weak and more vulnerable to your attacks. You gain a + circumstance bonus to damage rolls for Strikes against frightened creatures. The + bonus is equal to double the target’s frightened value. If you have master proficiency + in Intimidation, increase the bonus to triple the target’s frightened value. frequency: null has_been_manually_proofread: false level: 10 @@ -6978,7 +8346,12 @@ feat: - Fighter trigger: null - action: null - descr: You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, you also apply the critical success effect of a Trip. If you used a two-handed melee weapon for the Strike, you can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip. + descr: You can dash your foe to the ground with a single blow. When you use Knockdown, + instead of making a Strike followed by a Trip, you can attempt a single Strike. + If you do and your Strike hits, you also apply the critical success effect of + a Trip. If you used a two-handed melee weapon for the Strike, you can use the + weapon’s damage die size instead of the regular die size for the damage from a + critical Trip. frequency: null has_been_manually_proofread: false level: 10 @@ -6995,7 +8368,12 @@ feat: - Fighter trigger: null - action: Reaction - descr: You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). + descr: You reflect the spell back against the triggering opponent. Make a ranged + attack against the triggering creature using your highest proficiency with a ranged + weapon. If you can cast spells, you can make a spell attack roll instead. If you + succeed, your opponent takes the effects of a successful spell attack roll for + their own spell (or the effects of a critical success if your attack roll was + a critical success). frequency: null has_been_manually_proofread: false level: 10 @@ -7010,9 +8388,13 @@ feat: page_stop: 151 traits: - Fighter - trigger: An opponent casting a spell that targets you critically fails a speel attack roll against your AC. + trigger: An opponent casting a spell that targets you critically fails a speel attack + roll against your AC. - action: Single Action - descr: Your final blow can make an impact even if it rebounds off a foe’s defenses. Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re at least 18th level. The Strike also gains the following failure effect. + descr: Your final blow can make an impact even if it rebounds off a foe’s defenses. + Make a Strike with the required weapon. After the Strike, your turn ends. The + Strike deals one extra weapon damage die, or two extra weapon damage dice if you’re + at least 18th level. The Strike also gains the following failure effect. frequency: null has_been_manually_proofread: false level: 12 @@ -7030,7 +8412,9 @@ feat: - Press trigger: null - action: Single Action - descr: Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. + descr: Using your free hand as pivot and balance, you both attack and defend with + your weapon. While you are in this stance, you constantly have the benefits of + Dueling Parry. frequency: null has_been_manually_proofread: false level: 12 @@ -7038,7 +8422,8 @@ feat: prereqs: - descr: 'Feat: Dueling Parry' feat: Dueling Parry - requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. + requirement: You are wielding only a single one-handed melee weapon and have your + other hand or hands free. source: - abbr: CRB page_start: 151 @@ -7048,7 +8433,10 @@ feat: - Stance trigger: null - action: null - descr: Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is flat-footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure. + descr: Increase the distance you Shove your opponent with Aggressive Block or Brutish + Shove to 10 feet on a success or 20 feet on a critical success. When you use Aggressive + Block, you can choose whether the target is flat-footed or Shoved. When you make + a Brutish Shove, you also Shove the target 5 feet on a failure. frequency: null has_been_manually_proofread: false level: 12 @@ -7065,7 +8453,10 @@ feat: - Fighter trigger: null - action: null - descr: Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry. + descr: Your weapon whirls and darts, striking foes whenever the opportunity presents + itself. At the start of each of your turns, you gain an additional reaction that + you can use only to make a Dueling Riposte. You can use this extra reaction even + if you are not benefiting from Dueling Parry. frequency: null has_been_manually_proofread: false level: 12 @@ -7082,7 +8473,9 @@ feat: - Fighter trigger: null - action: Single Action - descr: After your first shot singles out your opponent’s position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike. You ignore the target’s concealed condition and all cover. + descr: After your first shot singles out your opponent’s position, you direct another + that ricochets around obstacles and strikes unerringly. Make a ranged weapon Strike. + You ignore the target’s concealed condition and all cover. frequency: null has_been_manually_proofread: false level: 12 @@ -7101,7 +8494,10 @@ feat: - Press trigger: null - action: Single Action - descr: Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Attack of Opportunity against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet. + descr: Your body coiled to strike, you can lash out at distant enemies. While you + are in this stance, you can use Attack of Opportunity against a creature that + is outside your reach but within the reach you would have with a Lunge. If you + do, you increase your range with the Strike by 5 feet. frequency: null has_been_manually_proofread: false level: 12 @@ -7119,7 +8515,10 @@ feat: - Stance trigger: null - action: Single Action - descr: Once you’ve had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you’d used the Raise a Shield action, as long as you meet that action’s requirements. + descr: Once you’ve had a moment to set your stance, you always have your shield + ready without a thought. While you are in this stance, you constantly have your + shield raised as if you’d used the Raise a Shield action, as long as you meet + that action’s requirements. frequency: null has_been_manually_proofread: false name: Paragon’s Guard @@ -7136,7 +8535,11 @@ feat: - Stance trigger: null - action: Single Action - descr: Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. + descr: Springing away from one foe, you Strike at another. Stride up to your Speed, + but you must end that movement within melee reach of a different enemy. At the + end of your movement, make a melee Strike against an enemy now within reach. You + can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of + Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false level: 12 @@ -7154,7 +8557,9 @@ feat: - Press trigger: null - action: Reaction - descr: You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn. + descr: You throw everything into one last press. Use a single action that you know + with the press trait as part of Desperate Finisher. You forgo the ability to use + reactions until the start of your next turn. frequency: null has_been_manually_proofread: false level: 14 @@ -7169,9 +8574,20 @@ feat: page_stop: 152 traits: - Fighter - trigger: You complete the last action on your turn, and your turn has not ended yet. + trigger: You complete the last action on your turn, and your turn has not ended + yet. - action: Single Action - descr: Your training allows you to shrug off your foes’ spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your level is your counteract level, and you attempt a Will save as your counteract check).This doesn’t remove any Hit Point damage normally dealt by the spell or condition, and it doesn’t prevent the spell or debilitating effect from affecting other allies or the environment around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can’t remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can’t remove its effect on you. + descr: Your training allows you to shrug off your foes’ spells and conditions when + the need is dire. Choose a single nonpermanent spell or condition that is affecting + you. If you chose a condition, its effect on you ends. If you chose a spell, attempt + to counteract the spell (your level is your counteract level, and you attempt + a Will save as your counteract check).This doesn’t remove any Hit Point damage + normally dealt by the spell or condition, and it doesn’t prevent the spell or + debilitating effect from affecting other allies or the environment around you. + It can’t remove an ongoing affliction or prevent such an affliction from inflicting + conditions on you later. It can’t remove conditions from the situation (such as + prone or flanked). If the effect comes from a creature, hazard, or item of 20th + level or higher, Determination can’t remove its effect on you. frequency: once per day has_been_manually_proofread: false level: 14 @@ -7189,7 +8605,11 @@ feat: - Fighter trigger: null - action: Single Action - descr: Using your weapon as a lever, you force your opponent to end up right where you want them. Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules found on page 475. Your Strike gains the following failure effect. + descr: Using your weapon as a lever, you force your opponent to end up right where + you want them. Make a Strike with the required weapon. If the Strike hits, you + can move the target up to 10 feet into a space in your reach. You can move the + target through your space during this movement. This follows the forced movement + rules found on page 475. Your Strike gains the following failure effect. frequency: null has_been_manually_proofread: false level: 14 @@ -7197,7 +8617,8 @@ feat: prereqs: - descr: Class Level 14 feat: null - requirement: You are wielding only a single one-handed melee weapon and have your other hand or hands free. + requirement: You are wielding only a single one-handed melee weapon and have your + other hand or hands free. source: - abbr: CRB page_start: 152 @@ -7207,7 +8628,10 @@ feat: - Press trigger: null - action: null - descr: By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475. + descr: By shifting your weight and angling your weapon, you guide your opponent + to a more favorable position. When you use Dueling Riposte to Strike and you hit, + you can move the target up to 10 feet into a space in your reach. This follows + the forced movement rules found on page 475. frequency: null has_been_manually_proofread: false level: 14 @@ -7224,7 +8648,10 @@ feat: - Fighter trigger: null - action: null - descr: Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry. + descr: Your weapons are a blur, blocking and biting at your foes. At the start of + each of your turns, you gain an additional reaction that you can use only to perform + a Twin Riposte. You can use this extra reaction even if you are not benefiting + from Twin Parry. frequency: null has_been_manually_proofread: false name: Improved Twin Riposte (Fighter) @@ -7240,7 +8667,8 @@ feat: - Fighter trigger: null - action: Free Action - descr: When there’s imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait. + descr: When there’s imminent danger, you drop into a stance with a mere thought. + Use an action that has the stance trait. frequency: null has_been_manually_proofread: false name: Stance Savant (Fighter) @@ -7256,7 +8684,8 @@ feat: - Fighter trigger: You roll initiative. - action: Single Action - descr: You lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon. + descr: You lash out with both your weapons in a sudden frenzy. Strike twice, once + with each weapon. frequency: null has_been_manually_proofread: false level: 14 @@ -7275,7 +8704,10 @@ feat: - Press trigger: null - action: Single Action - descr: With the right positioning, your off-hand weapon can strike like a scorpion’s stinger. While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty. + descr: With the right positioning, your off-hand weapon can strike like a scorpion’s + stinger. While you are in this stance, if you make your second Strike from Double + Slice with an agile weapon, Double Slice counts as one attack when calculating + your multiple attack penalty. frequency: null has_been_manually_proofread: false level: 16 @@ -7293,7 +8725,9 @@ feat: - Stance trigger: null - action: null - descr: Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction. + descr: Your shield can help save nearby allies. When you use Shield Block against + damage resulting from a Reflex save, adjacent allies who would take damage due + to Reflex saves against the same effect also benefit from the damage reduction. frequency: null has_been_manually_proofread: false level: 16 @@ -7310,7 +8744,10 @@ feat: - Fighter trigger: null - action: Single Action - descr: You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1, or –2 if you add the extra action to make three Strikes. If you move from your position, this stance ends. + descr: You lock yourself in a stable position so you can fire swiftly and accurately. + While you are in this stance, your penalty for Double Shot is reduced to –1, or + –2 if you add the extra action to make three Strikes. If you move from your position, + this stance ends. frequency: null has_been_manually_proofread: false level: 16 @@ -7328,7 +8765,9 @@ feat: - Stance trigger: null - action: Single Action - descr: You’re always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action. + descr: You’re always ready to use your off-hand weapon to interfere with attacks + against you. While you are in this stance, you constantly gain the benefits of + the Twin Parry action. frequency: null has_been_manually_proofread: false level: 16 @@ -7346,7 +8785,9 @@ feat: - Stance trigger: null - action: Three Actions - descr: You fire a volley at all foes in an area. Make one Strike with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s volley range. Roll the damage only once for all targets. + descr: You fire a volley at all foes in an area. Make one Strike with a –2 penalty + against each enemy within a 10-foot-radius burst centered at or beyond your weapon’s + volley range. Roll the damage only once for all targets. frequency: null has_been_manually_proofread: false level: 18 @@ -7366,7 +8807,10 @@ feat: - Ranger trigger: null - action: null - descr: The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure. + descr: The wounds you inflict are grievous. When you Strike with a weapon or unarmed + attack for which you have legendary proficiency, you critically succeed if you + roll a 19 on the die as long as that result is a success. This has no effect on + a 19 if the result would be a failure. frequency: null has_been_manually_proofread: false level: 18 @@ -7383,7 +8827,9 @@ feat: - Fighter trigger: null - action: null - descr: With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy’s turn, you gain a reaction you can use only during that turn. + descr: With a sixth sense for the flow of combat, you can quickly react to any situation + as required. At the start of each enemy’s turn, you gain a reaction you can use + only during that turn. frequency: null has_been_manually_proofread: false name: Boudless Reprisals @@ -7399,7 +8845,8 @@ feat: - Fighter trigger: null - action: null - descr: Your skill with weapons lets you attack swiftly at all times. You’re permanently quickened. You can use your extra action only to Strike. + descr: Your skill with weapons lets you attack swiftly at all times. You’re permanently + quickened. You can use your extra action only to Strike. frequency: null has_been_manually_proofread: false level: 20 @@ -7416,7 +8863,13 @@ feat: - Fighter trigger: null - action: Single Action - descr: You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically. + descr: You enter the stance of a crane, holding your arms in an imitation of a crane’s + wings and using flowing, defensive motions. You gain a +1 circumstance bonus to + AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning + damage; are in the brawling group; and have the agile, finesse, nonlethal, and + unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump + by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet + vertically. frequency: null has_been_manually_proofread: false level: 1 @@ -7434,7 +8887,11 @@ feat: - Stance trigger: null - action: Single Action - descr: You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits. While in Dragon Stance, you can ignore the first square of difficult terrain while Striding. + descr: You enter the stance of a dragon and make powerful leg strikes like a lashing + dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. + They are in the brawling group and have the backswing, nonlethal, and unarmed + traits. While in Dragon Stance, you can ignore the first square of difficult terrain + while Striding. frequency: null has_been_manually_proofread: false level: 1 @@ -7452,7 +8909,10 @@ feat: - Stance trigger: null - action: null - descr: You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300. + descr: You can use ki to move with extraordinary speed and make yourself harder + to hit. You gain the ki rush ki spell and a focus pool of 1 Focus Point. The rules + for ki spells are summarized in the sidebar on page 157, and the full rules for + focus spells appear on page 300. frequency: null has_been_manually_proofread: false level: 1 @@ -7469,7 +8929,10 @@ feat: - Monk trigger: null - action: null - descr: Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300. + descr: Your study of the flow of mystical energy allows you to harness it into your + physical strikes. You gain the ki strike ki spell and a focus pool of 1 Focus + Point. The rules for ki spells are summarized in the sidebar on page 157, and + the full rules for focus spells appear on page 300. frequency: null has_been_manually_proofread: false name: Ki Strike @@ -7485,7 +8948,14 @@ feat: - Monk trigger: null - action: null - descr: You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the monk trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. + descr: You have trained with the traditional weaponry of your monastery or school. + You gain access to uncommon weapons that have the monk trait and become trained + in simple and martial monk weapons. When your proficiency rank for unarmed attacks + increases to expert or master, your proficiency rank for these weapons increases + to expert or master as well. You can use melee monk weapons with any of your monk + feats or monk abilities that normally require unarmed attacks, though not if the + feat or ability requires you to use a single specific type of attack, such as + Crane Stance. frequency: null has_been_manually_proofread: false level: 1 @@ -7502,7 +8972,14 @@ feat: - Monk trigger: null - action: Single Action - descr: You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits. While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. + descr: You enter the stance of an implacable mountain—a technique first discovered + by dwarven monks—allowing you to strike with the weight of an avalanche. The only + Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning + damage; are in the brawling group; and have the forceful, nonlethal, and unarmed + traits. While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance + bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity + modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, + and your Speeds are all reduced by 5 feet. frequency: null has_been_manually_proofread: false level: 1 @@ -7523,7 +9000,11 @@ feat: - Stance trigger: You are unarmored and touching the ground. - action: Single Action - descr: You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet. + descr: You enter the stance of a tiger and can make tiger claw attacks. These deal + 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, + and unarmed traits. On a critical success with your tiger claws, if you deal damage, + the target takes 1d4 persistent bleed damage. As long as your Speed is at least + 20 feet while in Tiger Stance, you can Step 10 feet. frequency: null has_been_manually_proofread: false level: 1 @@ -7541,7 +9022,11 @@ feat: - Stance trigger: null - action: Single Action - descr: You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait. + descr: You enter the stance of a wolf, low to the ground with your hands held like + fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; + are in the brawling group; and have the agile, backstabber, finesse, nonlethal, + and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf + jaw unarmed attacks also gain the trip trait. frequency: null has_been_manually_proofread: false level: 1 @@ -7559,7 +9044,11 @@ feat: - Stance trigger: null - action: null - descr: You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained. + descr: You know how to make the most of your attacks when fighting hand-to-hand. + You gain access to the critical specialization effects of unarmed strikes in the + brawling group and weapons in the brawling group. If you have Monastic Weaponry, + you also gain the critical specialization effects of all monk weapons in which + you are trained. frequency: null has_been_manually_proofread: false level: 2 @@ -7576,7 +9065,10 @@ feat: - Monk trigger: null - action: null - descr: Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty. + descr: Like a powerful constrictor, you crush targets in your unyielding grasp. + When you successfully Grapple a creature, you can deal bludgeoning damage to that + creature equal to your Strength modifier. You can make this attack nonlethal with + no penalty. frequency: null has_been_manually_proofread: false level: 2 @@ -7593,7 +9085,10 @@ feat: - Monk trigger: null - action: null - descr: You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall. + descr: You are as light as a leaf whirling in the breeze. When you Leap or succeed + at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating + the damage you take from falling, don’t count any distance fallen while you are + adjacent to a wall. frequency: null has_been_manually_proofread: false level: 2 @@ -7610,7 +9105,13 @@ feat: - Monk trigger: null - action: null - descr: You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast ki strike, in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining the earth trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the water trait). + descr: You call upon the power of the elements, infusing your ki with elemental + energy and allowing your attacks to deal energy damage. When you cast ki strike, + in addition to the damage types normally available, you can deliver the extra + damage in the form of a gust of storm-tossed wind (dealing electricity damage + and gaining the air trait), a chunk of stone (dealing bludgeoning damage and gaining + the earth trait), a flickering flame (dealing fire damage), or a crashing wave + of frigid water (dealing cold damage and gaining the water trait). frequency: null has_been_manually_proofread: false level: 2 @@ -7627,7 +9128,11 @@ feat: - Monk trigger: null - action: null - descr: The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect. + descr: The focused power of your flurry threatens to overwhelm your opponent. When + you target the same creature with two Strikes from your Flurry of Blows, you can + try to stun the creature. If either Strike hits and deals damage, the target must + succeed at a Fortitude save against your class DC or be stunned 1 (or stunned + 3 on a critical failure). This is an incapacitation effect. frequency: null has_been_manually_proofread: false level: 2 @@ -7644,7 +9149,9 @@ feat: - Monk trigger: null - action: Reaction - descr: You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). + descr: You gain a +4 circumstance bonus to AC against the triggering attack. If + the attack misses, you have deflected it. You cannot use this feat to deflect + unusually massive ranged projectiles (such as boulders or ballista bolts). frequency: null has_been_manually_proofread: false level: 4 @@ -7652,7 +9159,8 @@ feat: prereqs: - descr: Class Level 4 feat: null - requirement: You’re aware of the attack, are not flat-footed against it, and have a hand free. + requirement: You’re aware of the attack, are not flat-footed against it, and have + a hand free. source: - abbr: CRB page_start: 160 @@ -7661,7 +9169,8 @@ feat: - Monk trigger: You are the target of a physical ranged attack. - action: null - descr: You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips. + descr: You flurry is a combination of maneuvers. You can replace one or both of + your attacks during a Flurry of Blows with Grapples, Shoves, or Trips. frequency: null has_been_manually_proofread: false level: 4 @@ -7678,7 +9187,11 @@ feat: - Monk trigger: null - action: Two Actions - descr: You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage. + descr: You launch yourself at a foe. Make a Leap or attempt a High Jump or Long + Jump. At the end of the jump, if you’re adjacent to a foe, you can immediately + Strike that foe with an unarmed attack, even if the foe is in mid-air. You fall + to the ground after the Strike. If the distance you fall is no more than the height + of your jump, you land upright and take no damage. frequency: null has_been_manually_proofread: false level: 4 @@ -7695,7 +9208,8 @@ feat: - Monk trigger: null - action: null - descr: Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement. + descr: Your guard is up, even while moving. You gain a +4 circumstance bonus to + AC against reactions triggered by your movement. frequency: null has_been_manually_proofread: false level: 4 @@ -7712,7 +9226,9 @@ feat: - Monk trigger: null - action: Reaction - descr: You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action. + descr: You strike out when your foe tries to flee. Make a melee Strike against the + triggering creature. If the attack is a critical hit and the trigger was a move + action, you disrupt that action. frequency: null has_been_manually_proofread: false level: 4 @@ -7727,9 +9243,11 @@ feat: page_stop: 160 traits: - Monk - trigger: A creature within your reach uses a move action or leaves a square during a move action it’s using. + trigger: A creature within your reach uses a move action or leaves a square during + a move action it’s using. - action: null - descr: You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1. + descr: You can restore your health by tapping into your ki. You gain the wholeness + of body ki spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 4 @@ -7746,7 +9264,8 @@ feat: - Monk trigger: null - action: null - descr: You can teleport yourself a short distance. You gain the abundant step ki spell. Increase the number of Focus Points in your focus pool by 1. + descr: You can teleport yourself a short distance. You gain the abundant step ki + spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 6 @@ -7763,7 +9282,10 @@ feat: - Monk trigger: null - action: Reaction - descr: You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach. + descr: You interpose your arm between yourself and your opponent. Your circumstance + bonus to AC from Crane Stance increases to +3 against the triggering attack. If + the attack misses you, you can immediately make a crane wing Strike against the + attacker at a –2 penalty, even if the attacker isn’t within your reach. frequency: null has_been_manually_proofread: false level: 6 @@ -7780,7 +9302,15 @@ feat: - Monk trigger: You are targeted with a melee attack by an attacker you can see. - action: Single Action - descr: You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute. + descr: You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation + must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened + 2 on a critical failure). When a creature frightened by the roar begins its turn + adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your + first attack that hits a frightened creature after you roar and before the end + of your next turn gains a +4 circumstance bonus to damage. After you use Dragon + Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you + leave Dragon Stance. Creatures in the area of your roar are then temporarily immune + for 1 minute. frequency: null has_been_manually_proofread: false level: 6 @@ -7801,7 +9331,9 @@ feat: - Monk trigger: null - action: null - descr: You can unleash an impactful cone of force by channeling your ki. You gain the ki blast ki spell. Increase the number of Focus Points in your focus pool by 1. + descr: You can unleash an impactful cone of force by channeling your ki. You gain + the ki blast ki spell. Increase the number of Focus Points in your focus pool + by 1. frequency: null has_been_manually_proofread: false name: Ki Blast @@ -7817,7 +9349,9 @@ feat: - Monk trigger: null - action: Single Action - descr: You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. + descr: You focus on your connection to the earth and call upon the mountain to block + attacks against you. You gain a +2 circumstance bonus to AC until the beginning + of your next turn. frequency: null has_been_manually_proofread: false level: 6 @@ -7834,7 +9368,11 @@ feat: - Monk trigger: null - action: Two Actions - descr: You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw. + descr: You make a fierce swipe with both hands. Make a tiger claw Strike. It deals + two extra weapon damage dice (three extra dice if you’re 14th level or higher), + and you can push the target 5 feet away as if you had successfully Shoved them. + If the attack is a critical success and deals damage, add your Strength modifier + to the persistent bleed damage from your tiger claw. frequency: null has_been_manually_proofread: false level: 6 @@ -7851,7 +9389,9 @@ feat: - Monk trigger: null - action: null - descr: You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal. + descr: You can Stride across liquid and surfaces that don’t support your weight. + This benefit lasts only during your movement. If you end your movement on a surface + that can’t support you, you fall in or it collapses as normal. frequency: null has_been_manually_proofread: false level: 6 @@ -7868,7 +9408,10 @@ feat: - Monk trigger: null - action: Single Action - descr: You propel your grabbed or restrained foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it. + descr: You propel your grabbed or restrained foe a great distance. You can throw + the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. + If you successfully throw the creature, it takes bludgeoning damage equal to your + Strength modifier plus 1d6 per 10 feet you threw it. frequency: null has_been_manually_proofread: false level: 6 @@ -7885,7 +9428,9 @@ feat: - Monk trigger: null - action: Two Actions - descr: You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone. + descr: You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw + gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock + the target prone. frequency: null has_been_manually_proofread: false level: 6 @@ -7902,7 +9447,11 @@ feat: - Monk trigger: null - action: null - descr: You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack. + descr: You pluck missiles from the air and hurl them back at their source. When + you successfully deflect an attack with Deflect Arrow, as part of that reaction, + you can immediately make a ranged Strike against the attacker using the projectile + you deflected. This is a thrown weapon with the same range increment and effect + on a hit as the triggering attack. frequency: null has_been_manually_proofread: false level: 8 @@ -7919,7 +9468,11 @@ feat: - Monk trigger: null - action: Single Action - descr: You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits. While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. + descr: You enter the stance of impenetrable iron, refusing to yield to any blow. + You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are + in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits. + While in Ironblood Stance, you gain resistance 2 to all damage. The resistance + increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. frequency: null has_been_manually_proofread: false level: 8 @@ -7937,7 +9490,10 @@ feat: - Stance trigger: null - action: Two Actions - descr: You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks. + descr: You combine two different maneuvers together into a single flowing whole. + Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose + against the same or different creatures, but don’t apply the multiple attack penalty + until after resolving both attacks. frequency: null has_been_manually_proofread: false level: 8 @@ -7954,7 +9510,13 @@ feat: - Monk trigger: null - action: Single Action - descr: You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move. + descr: You extend your arms like gnarled branches to interfere with your foes’ movements. + You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are + in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. + While you’re in Tangled Forest Stance and can act, every enemy in your reach that + tries to move away from you must succeed at a Reflex save, Acrobatics check, or + Athletics check against your class DC or be immobilized for that action. If you + prefer, you can allow the enemy to move. frequency: null has_been_manually_proofread: false level: 8 @@ -7975,7 +9537,13 @@ feat: - Stance trigger: You are unarmored. - action: Single Action - descr: You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall. + descr: You defy gravity, traversing vertical planes as easily as the ground. Stride + up to your Speed. You must start your movement on a horizontal surface. During + this movement, you can run up vertical surfaces, like walls, at your full Speed. + If you end the Stride off the ground, you fall after taking your next action or + when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). + If you have Water Step or a similar ability, Wall Run lets you run along flimsy + vertical surfaces, as well as vertical liquids, such as a waterfall. frequency: null has_been_manually_proofread: false level: 8 @@ -7992,7 +9560,10 @@ feat: - Monk trigger: null - action: null - descr: You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance. + descr: You learn a mystical stance that lets you attack from a distance. You gain + the wild winds stance ki spell. Increase the number of Focus Points in your focus + pool by 1. While entering the stance is a ki spell, the wind crash Strikes the + stance grants are not, so you can use them as often as you like while in the stance. frequency: null has_been_manually_proofread: false level: 8 @@ -8009,7 +9580,10 @@ feat: - Monk trigger: null - action: Two Actions - descr: You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn’t count toward your multiple attack penalty. + descr: You focus your strength into a blow powerful enough to push an enemy away + from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove + the target. This attack uses the same multiple attack penalty as your Strike, + and doesn’t count toward your multiple attack penalty. frequency: null has_been_manually_proofread: false level: 10 @@ -8027,7 +9601,12 @@ feat: - Monk trigger: null - action: Single Action - descr: 'You pinch crucial points of your target’s nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects. Critical Success: The target falls unconscious for 1 minute, though it remains standing and doesn’t drop what it holds. Success: The target is clumsy 1 until the end of its next turn.' + descr: 'You pinch crucial points of your target’s nervous system, impeding its ability + to function. Attempt an Athletics check to Grapple the creature, with the following + success and critical success effects instead of the usual effects. Critical Success: + The target falls unconscious for 1 minute, though it remains standing and doesn’t + drop what it holds. Success: The target is clumsy 1 until the end of its next + turn.' frequency: null has_been_manually_proofread: false level: 10 @@ -8046,7 +9625,9 @@ feat: - Monk trigger: null - action: null - descr: You gather the wind beneath you, allowing you to soar as you jump. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. + descr: You gather the wind beneath you, allowing you to soar as you jump. You gain + the wild winds stance ki spell. Increase the number of Focus Points in your focus + pool by 1. frequency: null has_been_manually_proofread: false level: 10 @@ -8063,7 +9644,9 @@ feat: - Monk trigger: null - action: Single Action - descr: 'Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice.' + descr: 'Any journey consists of more than simply reaching your destination. You + use two of the following actions in any order: Stand, Step, and Stride. You can’t + use the same action twice.' frequency: once per round has_been_manually_proofread: false level: 10 @@ -8080,7 +9663,8 @@ feat: - Monk trigger: null - action: null - descr: You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic. + descr: You have fortified your body and mind against eldritch effects. You gain + a +1 status bonus to saving throws against magic. frequency: null has_been_manually_proofread: false level: 12 @@ -8097,7 +9681,10 @@ feat: - Monk trigger: null - action: Two Actions - descr: Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead. + descr: Make an unarmed Strike. If it deals damage to a living creature, you block + that creature’s inner life force. The creature takes 2d6 persistent negative damage + and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, + this deals 3d6 persistent negative damage instead. frequency: null has_been_manually_proofread: false level: 12 @@ -8115,7 +9702,11 @@ feat: - Negative trigger: null - action: null - descr: When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in Athletics. + descr: When you successfully Shove a creature, increase both the distance you can + push the creature and the distance you can move to follow along with the target + by 5 feet on a success or 10 feet on a critical success. If you push the target + into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, + or 8 plus your Strength modifier if you have legendary proficiency in Athletics. frequency: null has_been_manually_proofread: false level: 12 @@ -8132,7 +9723,9 @@ feat: - Monk trigger: null - action: null - descr: Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. + descr: Your meditation is so effective that you can achieve a deep focus. If you + have spent at least 2 Focus Points since the last time you Refocused, you recover + 2 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 12 @@ -8165,7 +9758,11 @@ feat: - Monk trigger: You roll initiative. - action: Single Action - descr: You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it’s higher) for the same duration. + descr: You steel yourself, preparing to resist oncoming attacks and using your muscles + to absorb the impact. You gain the benefits of your iron sweep’s parry trait (a + +1 circumstance bonus to AC until the start of your next turn) and your resistance + from Ironblood Stance increases to your Strength modifier (if it’s higher) for + the same duration. frequency: null has_been_manually_proofread: false level: 14 @@ -8182,7 +9779,10 @@ feat: - Monk trigger: null - action: Single Action - descr: You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds. + descr: You stomp, shaking the earth beneath you. Creatures on the ground within + a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which + they can resist with a basic Fortitude save. On a failure, they also fall prone. + After you use this action, you can’t use it again for 1d4 rounds. frequency: null has_been_manually_proofread: false level: 14 @@ -8199,7 +9799,9 @@ feat: - Monk trigger: null - action: Single Action - descr: You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules found on page 475. + descr: You reposition foes with raking attacks. Make a lashing branch Strike. If + you hit and deal damage, you force the target to move 5 feet into a space within + your reach. This follows the forced movement rules found on page 475. frequency: null has_been_manually_proofread: false level: 14 @@ -8216,7 +9818,9 @@ feat: - Monk trigger: null - action: null - descr: You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level. + descr: You cease aging. In addition, you gain a +2 status bonus to saving throws + against poisons and diseases, and you gain resistance to poison damage equal to + half your level. frequency: null has_been_manually_proofread: false level: 14 @@ -8233,7 +9837,8 @@ feat: - Monk trigger: null - action: null - descr: You have transcended the barriers between words and meaning. You can speak and understand all spoken languages. + descr: You have transcended the barriers between words and meaning. You can speak + and understand all spoken languages. frequency: null has_been_manually_proofread: false level: 14 @@ -8250,7 +9855,10 @@ feat: - Monk trigger: null - action: Two Actions - descr: You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks. + descr: You store up energy and release it in an enormous gust of rushing wind. Make + a wind crash Strike against each creature in your choice of a 30-foot cone or + a 60 foot line. These attacks all count toward your multiple attack penalty, but + the penalty doesn’t increase until after you make all the attacks. frequency: null has_been_manually_proofread: false level: 16 @@ -8271,7 +9879,8 @@ feat: - Monk trigger: null - action: null - descr: You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects. + descr: You exude an aura of resolve. You and allies within 15 feet of you gain a + +2 status bonus to Will saving throws against mental effects. frequency: null has_been_manually_proofread: false level: 16 @@ -8290,7 +9899,8 @@ feat: - Monk trigger: null - action: Free Action - descr: You move between stances in an unceasing dance. You use an action with the stance trait. + descr: You move between stances in an unceasing dance. You use an action with the + stance trait. frequency: null has_been_manually_proofread: false level: 16 @@ -8307,7 +9917,8 @@ feat: - Monk trigger: null - action: null - descr: Your strikes can kill foes. You gain the quivering ki spell. Increase the number of Focus Points in your focus pool by 1. + descr: Your strikes can kill foes. You gain the quivering ki spell. Increase the + number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false name: Quivering Palm @@ -8323,7 +9934,9 @@ feat: - Monk trigger: null - action: Two Actions - descr: The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value. + descr: The force of your considered blow shatters objects and defenses alike. Make + an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, + the Strike treats the Hardness as if it were half its value. frequency: null has_been_manually_proofread: false level: 16 @@ -8340,7 +9953,9 @@ feat: - Monk trigger: null - action: null - descr: Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step. + descr: Your body hardens as you combine your attacks, making your finishing blows + more damaging. Your unarmed attacks gain the forceful trait. Any that already + had this trait instead increase their weapon damage dice by one step. frequency: null has_been_manually_proofread: false level: 18 @@ -8357,7 +9972,8 @@ feat: - Monk trigger: null - action: null - descr: You transmute your body into an ethereal form. You gain the empty body ki spell. Increase the number of Focus Points in your focus pool by 1. + descr: You transmute your body into an ethereal form. You gain the empty body ki + spell. Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 18 @@ -8374,7 +9990,9 @@ feat: - Monk trigger: null - action: null - descr: When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. + descr: When you clear your mind, your focus comes flowing back in a powerful rush. + If you have spent at least 3 Focus Points since the last time you Refocused, you + recover 3 Focus Points when you Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 18 @@ -8391,7 +10009,8 @@ feat: - Monk trigger: null - action: Free Action - descr: You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you. + descr: You flow like water, avoiding all restraints. End one status penalty to your + speed, or end one immobilized or slowed condition affecting you. frequency: null has_been_manually_proofread: false level: 18 @@ -8406,9 +10025,12 @@ feat: page_stop: 165 traits: - Monk - trigger: Your turn ends and you have a status penalty to your Speed or are immobilized or slowed. + trigger: Your turn ends and you have a status penalty to your Speed or are immobilized + or slowed. - action: null - descr: You move as fast and as high as the wind itself. You’re permanently quickened. You can use your extra action to Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump. + descr: You move as fast and as high as the wind itself. You’re permanently quickened. + You can use your extra action to Stride or Leap, or to provide one of the actions + needed for a High Jump or Long Jump. frequency: null has_been_manually_proofread: false level: 20 @@ -8425,7 +10047,13 @@ feat: - Monk trigger: null - action: null - descr: You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions. You can’t fuse stances with fundamentally incompatible requirements or restrictions (such as Ironblood Stance and Crane Stance, which both require using only one type of Strike). + descr: You have combined two stances into a single stance all your own. When you + take this feat, choose two stances you know and combine them into a single fused + stance. Give your new fused stance a unique name. When you enter your fused stance, + you gain all the effects of both stances, including the requirements and restrictions. + You can’t fuse stances with fundamentally incompatible requirements or restrictions + (such as Ironblood Stance and Crane Stance, which both require using only one + type of Strike). frequency: null has_been_manually_proofread: false level: 20 @@ -8442,7 +10070,10 @@ feat: - Monk trigger: null - action: Reaction - descr: You execute a maneuver that defies possibility. If the triggering effect was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result. + descr: You execute a maneuver that defies possibility. If the triggering effect + was an enemy’s attack hitting you, the enemy rerolls the attack roll and uses + the lower result. If the triggering effect was you failing a saving throw, you + reroll the saving throw and use the higher result. frequency: null has_been_manually_proofread: false level: 20 @@ -8458,9 +10089,13 @@ feat: traits: - Fortune - Monk - trigger: An enemy’s attack hits you or you fail a saving throw against an enemy’s ability. + trigger: An enemy’s attack hits you or you fail a saving throw against an enemy’s + ability. - action: null - descr: You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions on page 214. When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one. + descr: You gain the service of a young animal companion that travels with you and + obeys simple commands as best as it can. See Animal Companions on page 214. When + you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s + edge benefit if you have one. frequency: null has_been_manually_proofread: false level: 1 @@ -8477,7 +10112,12 @@ feat: - Ranger trigger: null - action: null - descr: You have a deep understanding of the crossbow. When you’re wielding a crossbow and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next Strike with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step (page 279). You must make the attack before the end of your next turn or these benefits are lost. + descr: You have a deep understanding of the crossbow. When you’re wielding a crossbow + and use Hunt Prey or use Interact to reload your crossbow, you gain a +2 circumstance + bonus to the damage roll on your next Strike with that crossbow. If the crossbow + is a simple crossbow, also increase the damage die size for that attack by one + step (page 279). You must make the attack before the end of your next turn or + these benefits are lost. frequency: null has_been_manually_proofread: false level: 1 @@ -8494,7 +10134,10 @@ feat: - Ranger trigger: null - action: Single Action - descr: You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. + descr: You take two quick shots against the one you hunt. Make two Strikes against + your prey with the required weapon. If both hit the same creature, combine their + damage for the purpose of resistances and weaknesses. Apply your multiple attack + penalty to each Strike normally. frequency: once per round has_been_manually_proofread: false level: 1 @@ -8512,7 +10155,13 @@ feat: - Ranger trigger: null - action: null - descr: You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. + descr: You swiftly assess your prey and apply what you know. As part of the action + used to Hunt your Prey, you can attempt a check to Recall Knowledge about your + prey. When you critically succeed at identifying your hunted prey with Recall + Knowledge, you note a weakness in the creature’s defenses. You and allies you + tell gain a +1 circumstance bonus to your next attack roll against that prey. + You can give bonuses from Monster Hunter only once per day against a particular + creature. frequency: null has_been_manually_proofread: false level: 1 @@ -8529,7 +10178,10 @@ feat: - Ranger trigger: null - action: Single Action - descr: You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. + descr: You swiftly attack your hunted prey with both weapons. Make two Strikes against + your hunted prey, one with each of the required weapons. If both hit the same + hunted prey, combine their damage for the purpose of its resistances and weaknesses. + Apply your multiple attack penalty to each Strike normally. frequency: once per round has_been_manually_proofread: false level: 1 @@ -8547,7 +10199,11 @@ feat: - Ranger trigger: null - action: null - descr: You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical diffcult terrain. If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice. + descr: You have studied a specific terrain to overcome its challenges. Choose aquatic, + arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored + terrain. When in that terrain, you can ignore the effects of non-magical diffcult + terrain. If you have the wild stride class feature, you gain a second benefit + while in your favored terrain, depending on your choice. frequency: null has_been_manually_proofread: false level: 2 @@ -8564,7 +10220,9 @@ feat: - Ranger trigger: null - action: Two Actions - descr: When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition. + descr: When you focus on aiming, your attack becomes particularly accurate. Make + a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 + circumstance bonus to the attack roll and ignore your prey’s concealed condition. frequency: null has_been_manually_proofread: false name: Hunter’s Aim @@ -8581,7 +10239,10 @@ feat: - Ranger trigger: null - action: null - descr: You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature’s next attack against you. + descr: You understand how to defend yourself and others against your prey. When + you grant bonuses from Monster Hunter, you and your allies also each gain a +1 + circumstance bonus to your next saving throw against that particular creature + and to your AC against that creature’s next attack against you. frequency: null has_been_manually_proofread: false level: 2 @@ -8598,7 +10259,8 @@ feat: - Ranger trigger: null - action: Single Action - descr: You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. + descr: You draw your weapon and attack with the same motion. You Interact to draw + a weapon, then Strike with that weapon. frequency: null has_been_manually_proofread: false level: 2 @@ -8616,7 +10278,10 @@ feat: - Rogue trigger: null - action: null - descr: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case. + descr: You have a connection to the creatures of the natural world that allows you + to communicate with them on a rudimentary level. You can use Diplomacy to Make + an Impression on animals and to make very simple Requests of them. In most cases, + wild animals will give you time to make your case. frequency: null has_been_manually_proofread: false level: 2 @@ -8633,7 +10298,9 @@ feat: - Ranger trigger: null - action: null - descr: You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. + descr: You can urge your companion to do its utmost. You can spend 2 actions to + Command an Animal instead of 1 when commanding your animal companion. If you do, + your animal companion uses an additional action. frequency: null has_been_manually_proofread: false name: Companion’s Cry @@ -8649,7 +10316,8 @@ feat: - Ranger trigger: null - action: Free Action - descr: Make a melee Strike against your prey. If the attack is a critical hit, you disrupt the triggering action. + descr: Make a melee Strike against your prey. If the attack is a critical hit, you + disrupt the triggering action. frequency: null has_been_manually_proofread: false level: 4 @@ -8664,9 +10332,11 @@ feat: page_stop: 172 traits: - Ranger - trigger: Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it’s using. + trigger: Your hunted prey is within your reach, and it uses a manipulate action, + uses a move action, or leaves a square during a move action it’s using. - action: null - descr: Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons’ range increments. + descr: Your experience in the field has taught you how to focus your aim at a distance, + increasing your accuracy. Double your weapons’ range increments. frequency: null has_been_manually_proofread: false level: 4 @@ -8683,7 +10353,14 @@ feat: - Ranger trigger: null - action: null - descr: You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Hunt Prey as a free action, designating that enemy. You can use this free action even if you haven’t identified the creature yet with Recall Knowledge. The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy. + descr: You have studied a specific type of wild creature and can hunt it more easily. + When you gain this feat, choose animals, beasts, dragons, or both fungi and plants + as your favored enemy. When you roll initiative and can see an enemy that belongs + to the chosen category, you can Hunt Prey as a free action, designating that enemy. + You can use this free action even if you haven’t identified the creature yet with + Recall Knowledge. The benefit doesn’t apply against favored enemies disguised + as other creatures, and the GM determines whether it applies against a creature + disguised as a favored enemy. frequency: null has_been_manually_proofread: false level: 4 @@ -8700,7 +10377,8 @@ feat: - Ranger trigger: null - action: Single Action - descr: You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload. + descr: You can reload your weapon on the move. You Stride, Step, or Sneak, then + Interact to reload. frequency: null has_been_manually_proofread: false level: 4 @@ -8717,7 +10395,9 @@ feat: - Ranger trigger: null - action: Free Action - descr: You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively. + descr: You visually or audibly warn your allies of danger, granting them each a + +1 circumstance bonus to their initiative rolls. Depending on whether you use + gestures or call out, this action gains either the visual or auditory trait, respectively. frequency: null has_been_manually_proofread: false name: Scout’s Warning @@ -8734,7 +10414,15 @@ feat: - Rogue trigger: You are about to roll a Perception or Survival check for initiative. - action: null - descr: You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares (page 589). If your rank is master, you gain 6. If your rank is legendary, you gain 9. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don’t cost you any resources to Craft. + descr: You specialize in creating quick traps to obstruct your enemies on the battlefield. + If your proficiency rank in Crafting is expert, you gain the formulas for three + common or uncommon snares (page 589). If your rank is master, you gain 6. If your + rank is legendary, you gain 9. Each day during your daily preparations, you can + prepare four snares from your formula book for quick deployment; if they normally + take 1 minute to Craft, you can Craft them with 3 Interact actions. The number + of snares increases to six if you have master proficiency in Crafting and eight + if you have legendary proficiency in Crafting. Snares prepared in this way don’t + cost you any resources to Craft. frequency: null has_been_manually_proofread: false level: 4 @@ -8751,7 +10439,10 @@ feat: - Ranger trigger: null - action: Single Action - descr: You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement. + descr: You can use two weapons to deflect attacks. You gain a +1 circumstance bonus + to AC until the start of your next turn, or a +2 circumstance bonus if either + weapon has the parry trait. You lose this circumstance bonus if you no longer + meet this feat’s requirement. frequency: null has_been_manually_proofread: false level: 4 @@ -8768,7 +10459,11 @@ feat: - Ranger trigger: null - action: null - descr: Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities (page 214). If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey. + descr: Your animal companion grows up, becoming a mature animal companion and gaining + additional capabilities (page 214). If you have the Hunt Prey action, your animal + companion assaults the prey even without your orders. During an encounter, even + if you don’t use the Command an Animal action, your animal companion can still + use 1 action that round on your turn to Stride toward or Strike your prey. frequency: null has_been_manually_proofread: false name: Mature Animal Companion (Ranger) @@ -8784,7 +10479,8 @@ feat: - Ranger trigger: null - action: null - descr: You can rig a snare in only moments. You can Craft snares that normally take 1 minute to Craft with 3 Interact actions, even if you haven’t prepared them. + descr: You can rig a snare in only moments. You can Craft snares that normally take + 1 minute to Craft with 3 Interact actions, even if you haven’t prepared them. frequency: null has_been_manually_proofread: false level: 6 @@ -8801,7 +10497,8 @@ feat: - Ranger trigger: null - action: Single Action - descr: Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step. + descr: Your feet and weapon move in tandem. Either Step and then Strike, or Strike + and then Step. frequency: null has_been_manually_proofread: false level: 6 @@ -8820,7 +10517,13 @@ feat: - Rogue trigger: null - action: null - descr: You’ve learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction’s trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike. + descr: You’ve learned to react with ranged weapons when a creature is in close quarters. + You can use a reaction that normally allows you to make a melee weapon Strike + to instead make a ranged weapon Strike. You must be Striking an adjacent target. + If necessary for the reaction’s trigger, you treat your ranged weapon as if it + had a reach of 5 feet. If the reaction has other requirements, such as wielding + a specific kind of weapon, Snap Shot doesn’t allow you to ignore them; it allows + you only to replace a melee weapon Strike with a ranged weapon Strike. frequency: null has_been_manually_proofread: false level: 6 @@ -8837,7 +10540,13 @@ feat: - Ranger trigger: null - action: null - descr: Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track. If you have master proficiency in Survival, you don’t need to attempt a new Survival check every hour while Tracking. If you have legendary proficiency in Survival, you can use another exploration activity while Tracking. If you roll Survival for initiative while tracking your hunted prey, when you start your first turn of the encounter, you can Stride toward your hunted prey as a free action. + descr: Your keen eyes catch signs of passage even when you’re moving. You can move + at your full Speed while you Track. If you have master proficiency in Survival, + you don’t need to attempt a new Survival check every hour while Tracking. If you + have legendary proficiency in Survival, you can use another exploration activity + while Tracking. If you roll Survival for initiative while tracking your hunted + prey, when you start your first turn of the encounter, you can Stride toward your + hunted prey as a free action. frequency: null has_been_manually_proofread: false level: 6 @@ -8854,7 +10563,10 @@ feat: - Ranger trigger: null - action: Single Action - descr: You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged Strike against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This bonus increases to +6 at 11th level and +8 at 15th level. + descr: You aim for your prey’s weak spots, making your shot more challenging but + dealing more damage if you hit. Make a ranged Strike against your hunted prey + at a –2 penalty. You gain a +4 circumstance bonus to damage on that Strike. This + bonus increases to +6 at 11th level and +8 at 15th level. frequency: null has_been_manually_proofread: false level: 8 @@ -8872,7 +10584,10 @@ feat: - Ranger trigger: null - action: null - descr: You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Perception checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to Search even if you aren’t Searching. + descr: You have an intuitive ability to sense hazards. You gain a +1 circumstance + bonus to Perception checks to find traps and hazards, to AC against their attacks, + and to saves against their effects. You can find hazards that would normally require + you to Search even if you aren’t Searching. frequency: null has_been_manually_proofread: false level: 8 @@ -8889,7 +10604,9 @@ feat: - Ranger trigger: null - action: null - descr: Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher. + descr: Your snares are particularly difficult for enemies to avoid. When you set + a snare, the saving throw DC for that snare is equal to its normal DC or your + class DC, whichever is higher. frequency: null has_been_manually_proofread: false level: 8 @@ -8906,7 +10623,11 @@ feat: - Ranger trigger: null - action: null - descr: You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat. + descr: You adapt to your surroundings in any natural terrain. You can spend 1 hour + practicing in your current terrain in order to make it your favored terrain, replacing + your current favored terrain temporarily. If you spend a full day out of the new + favored terrain, your favored terrain reverts back to your original choice when + you took the Favored Terrain feat. frequency: null has_been_manually_proofread: false level: 8 @@ -8923,7 +10644,10 @@ feat: - Ranger trigger: null - action: Single Action - descr: By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey and your hunter’s edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait. + descr: By pointing out vulnerabilities, you grant the benefits listed in Hunt Prey + and your hunter’s edge benefit to an ally until the end of their next turn. Depending + on whether you call out or use gestures, this action gains either the auditory + or visual trait. frequency: null has_been_manually_proofread: false name: Warden’s Boon @@ -8939,7 +10663,8 @@ feat: - Ranger trigger: null - action: null - descr: You alter your appearance to blend in to the wilderness. In natural terrain, you can Sneak even if you’re observed. + descr: You alter your appearance to blend in to the wilderness. In natural terrain, + you can Sneak even if you’re observed. frequency: null has_been_manually_proofread: false level: 10 @@ -8956,7 +10681,9 @@ feat: - Ranger trigger: null - action: null - descr: Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 214). + descr: Your animal companion continues to grow and develop. It becomes a nimble + or savage animal companion (your choice), gaining additional capabilities determined + by the type of companion (page 214). frequency: null has_been_manually_proofread: false name: Incredible Companion (Ranger) @@ -8972,7 +10699,10 @@ feat: - Ranger trigger: null - action: null - descr: You have a nearly encyclopedic knowledge of all creatures of the world. You can use Nature to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success. + descr: You have a nearly encyclopedic knowledge of all creatures of the world. You + can use Nature to Recall Knowledge to identify any creature. In addition, you + gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a + success as well as a critical success. frequency: null has_been_manually_proofread: false level: 10 @@ -8989,7 +10719,12 @@ feat: - Ranger trigger: null - action: Two Actions - descr: You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your hunted prey. Make a single ranged Strike with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty. + descr: You shoot clear through an intervening creature to hit your prey. Choose + a target that is giving lesser cover to your hunted prey. Make a single ranged + Strike with the required weapon against the chosen target and your hunted prey. + This attack ignores any lesser cover the chosen target provides your hunted prey. + Roll damage only once, and apply it to each creature you hit. A Penetrating Shot + counts as two attacks for your multiple attack penalty. frequency: null has_been_manually_proofread: false level: 10 @@ -9007,7 +10742,9 @@ feat: - Ranger trigger: null - action: Reaction - descr: A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent. + descr: A clever parry with one weapon leaves your opponent open to an attack with + the other weapon. Make a melee Strike or use a Disarm action against the triggering + opponent. frequency: null has_been_manually_proofread: false level: 10 @@ -9025,7 +10762,10 @@ feat: - Ranger trigger: A creature within your reach critically fails a Strike against you. - action: null - descr: You can guide your allies to move quietly through the wilderness. When you Sneak during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part. + descr: You can guide your allies to move quietly through the wilderness. When you + Sneak during exploration in natural terrain, you can designate any number of your + allies to gain the benefits as if they were using that activity during that exploration. + This requires no action on their part. frequency: null has_been_manually_proofread: false name: Warden’s Step @@ -9041,7 +10781,10 @@ feat: - Ranger trigger: null - action: null - descr: The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed until the start of your next turn. + descr: The sheer power of your attacks, or the overwhelming number of them, leaves + an enemy flustered. If you critically hit your hunted prey with a ranged weapon, + or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed + until the start of your next turn. frequency: null has_been_manually_proofread: false level: 12 @@ -9058,7 +10801,8 @@ feat: - Ranger trigger: null - action: null - descr: You can focus on two foes at once, hunting both of them down. When you use the Hunt Prey action, you can pick two creatures as your prey. + descr: You can focus on two foes at once, hunting both of them down. When you use + the Hunt Prey action, you can pick two creatures as your prey. frequency: null has_been_manually_proofread: false level: 12 @@ -9075,7 +10819,8 @@ feat: - Ranger trigger: null - action: null - descr: You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead. + descr: You can rig a trap with incredible speed. When you create a snare that normally + takes 1 minute to Craft, you can Craft it using a single Interact action instead. frequency: null has_been_manually_proofread: false level: 12 @@ -9092,7 +10837,12 @@ feat: - Ranger trigger: null - action: Single Action - descr: 'You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee Strike with one of the required weapons against your hunted prey. The Strike gains the following failure effect. Failure: You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice).' + descr: 'You read your prey’s movements and transform them into openings, so failures + with one weapon set up glancing blows with the other. Make a melee Strike with + one of the required weapons against your hunted prey. The Strike gains the following + failure effect. Failure: You deal the damage the other required weapon would have + dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, + spells, and special abilities, not just weapon damage dice).' frequency: null has_been_manually_proofread: false level: 12 @@ -9110,7 +10860,10 @@ feat: - Ranger trigger: null - action: null - descr: You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions. + descr: You and your animal companion fight in tandem, distracting your foes and + keeping them off balance. Whenever you and your animal companion are adjacent + to the same foe, you are both flanking that foe with each other, regardless of + your actual positions. frequency: null has_been_manually_proofread: false name: Side by Side (Ranger) @@ -9126,7 +10879,10 @@ feat: - Ranger trigger: null - action: Reaction - descr: When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you. + descr: When you look for foes, you can catch even the slightest cues, such as their + minute movements or the shifting of air currents on your skin. Even though you + failed at the triggering check, you automatically sense any undetected creatures + in the area where you’re Seeking, making them merely hidden to you. frequency: null has_been_manually_proofread: false level: 14 @@ -9143,7 +10899,10 @@ feat: - Ranger trigger: You fail a check to Seek. - action: null - descr: Hunting as a duo, you and your ally both single out your prey. When you use Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Hunt Prey again. + descr: Hunting as a duo, you and your ally both single out your prey. When you use + Hunt Prey and select only one prey, you can grant your Hunt Prey benefits and + hunter’s edge to an ally in addition to gaining them yourself. The ally retains + these benefits until you use Hunt Prey again. frequency: null has_been_manually_proofread: false level: 14 @@ -9160,7 +10919,10 @@ feat: - Ranger trigger: null - action: null - descr: You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master). + descr: You’ve trained your animal companion to blend in to its surroundings. Your + animal companion gains the benefit of the Camouflage feat. If your companion is + a specialized ambusher, its proficiency rank for Stealth increases to master (or + legendary if it was already master). frequency: null has_been_manually_proofread: false level: 14 @@ -9177,7 +10939,9 @@ feat: - Ranger trigger: null - action: Single Action - descr: You carefully track your prey’s position and defenses, allowing you to follow up around obstacles that block your shot. Make a ranged weapon Strike against your hunted prey. You ignore the target’s concealed condition and all cover. + descr: You carefully track your prey’s position and defenses, allowing you to follow + up around obstacles that block your shot. Make a ranged weapon Strike against + your hunted prey. You ignore the target’s concealed condition and all cover. frequency: null has_been_manually_proofread: false level: 14 @@ -9196,7 +10960,11 @@ feat: - Ranger trigger: null - action: null - descr: You can convey your prey’s location to your allies, no matter how well hidden it is. As long as your hunted prey is observed by you, all your allies who roll failures and critical failures when Seeking it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit. + descr: You can convey your prey’s location to your allies, no matter how well hidden + it is. As long as your hunted prey is observed by you, all your allies who roll + failures and critical failures when Seeking it get a success instead. Your allies + need to be able to see or hear you to gain this benefit. You have to be able to + call out or use gestures for your allies to get this benefit. frequency: null has_been_manually_proofread: false name: Warden’s Guidance @@ -9212,7 +10980,11 @@ feat: - Ranger trigger: null - action: null - descr: Even a single missile can throw off your enemy’s balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it’s flat-footed until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it’s flat-footed until the end of your next turn instead. + descr: Even a single missile can throw off your enemy’s balance, and more powerful + attacks leave it flustered for longer. If you hit your hunted prey with a ranged + weapon, it’s flat-footed until the start of your next turn. If you critically + hit your prey or hit it twice on the same turn with a ranged weapon, it’s flat-footed + until the end of your next turn instead. frequency: null has_been_manually_proofread: false level: 16 @@ -9229,7 +11001,9 @@ feat: - Ranger trigger: null - action: null - descr: At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte against your hunted prey. You can use this extra reaction even if you are not benefiting from Twin Parry. + descr: At the start of each of your turns, you gain an additional reaction that + you can use only to perform a Twin Riposte against your hunted prey. You can use + this extra reaction even if you are not benefiting from Twin Parry. frequency: null has_been_manually_proofread: false name: Improved Twin Riposte (Ranger) @@ -9245,7 +11019,9 @@ feat: - Ranger trigger: null - action: null - descr: Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit. + descr: Your knowledge of monsters is so incredible that it reveals glaring flaws + in your prey. Your bonus from Monster Hunter (and the bonus from Monster Warden + if you have it) increases from +1 to +2 for you and any allies who benefit. frequency: null has_been_manually_proofread: false level: 16 @@ -9262,7 +11038,9 @@ feat: - Ranger trigger: null - action: null - descr: Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice. (See the Animal Companion section on page 214.) + descr: Your animal companion has become cunning enough to become specialized. Your + animal companion gains one specialization of your choice. (See the Animal Companion + section on page 214.) frequency: null has_been_manually_proofread: false name: Specialized Companion (Ranger) @@ -9278,7 +11056,9 @@ feat: - Ranger trigger: null - action: null - descr: You can prepare a seemingly impossible number of snares in advance, and you’re ready to spring them on unsuspecting foes. Double the number of prepared snares from Snare Specialist. + descr: You can prepare a seemingly impossible number of snares in advance, and you’re + ready to spring them on unsuspecting foes. Double the number of prepared snares + from Snare Specialist. frequency: null has_been_manually_proofread: false level: 16 @@ -9295,7 +11075,9 @@ feat: - Ranger trigger: null - action: Three Actions - descr: You forgo precision to attack at an impossible speed. Make three melee Strikes with each of the required weapons. All of these Strikes take the maximum multiple attack penalty, as if you had already made two or more attacks this turn. + descr: You forgo precision to attack at an impossible speed. Make three melee Strikes + with each of the required weapons. All of these Strikes take the maximum multiple + attack penalty, as if you had already made two or more attacks this turn. frequency: null has_been_manually_proofread: false level: 18 @@ -9314,7 +11096,10 @@ feat: - Ranger trigger: null - action: null - descr: You’ve learned every possible edge to use against your foes. When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level. If you do, you don’t gain the additional benefit from masterful hunter. + descr: You’ve learned every possible edge to use against your foes. When you use + Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected + at 1st level. If you do, you don’t gain the additional benefit from masterful + hunter. frequency: null has_been_manually_proofread: false level: 18 @@ -9331,7 +11116,10 @@ feat: - Ranger trigger: null - action: null - descr: Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you Hunt Prey, your animal companion gains the masterful hunter benefit associated with your hunter’s edge, rather than just your original hunter’s edge benefit. + descr: Your animal companion shares your incredible hunting skills, allowing it + to take down your shared prey with ease. When you Hunt Prey, your animal companion + gains the masterful hunter benefit associated with your hunter’s edge, rather + than just your original hunter’s edge benefit. frequency: null has_been_manually_proofread: false level: 18 @@ -9348,7 +11136,10 @@ feat: - Ranger trigger: null - action: Three Actions - descr: After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged Strike with the required weapon against your hunted prey. If you hit, the Strike deals maximum damage. After the Strike, your turn ends. + descr: After watching the motions of combat with incredible intensity and precision, + you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged + Strike with the required weapon against your hunted prey. If you hit, the Strike + deals maximum damage. After the Strike, your turn ends. frequency: null has_been_manually_proofread: false level: 18 @@ -9356,7 +11147,8 @@ feat: prereqs: - descr: Class Level 18 feat: null - requirement: You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn. + requirement: You are wielding a loaded ranged weapon with reload 1 or more, and + you have not reloaded your weapon since your last turn. source: - abbr: CRB page_start: 177 @@ -9366,7 +11158,9 @@ feat: - Ranger trigger: null - action: null - descr: You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always concealed from all foes if you choose to be, except for your hunted prey. + descr: You blend in to your surroundings so well that others have trouble telling + you apart from the terrain. While in natural terrain, you’re always concealed + from all foes if you choose to be, except for your hunted prey. frequency: null has_been_manually_proofread: false level: 18 @@ -9383,7 +11177,10 @@ feat: - Ranger trigger: null - action: null - descr: You focus on your hunted prey, perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey. + descr: You focus on your hunted prey, perceiving angles, air resistance, and every + variable that would affect your ranged attack. If you have master proficiency + with your ranged weapon, you can ignore the penalty for attacking up to five range + increments away when attacking your hunted prey. frequency: null has_been_manually_proofread: false level: 20 @@ -9400,7 +11197,13 @@ feat: - Ranger trigger: null - action: null - descr: Your ability to track your prey has surpassed explanation, allowing you to trace your prey’s movements and predict its location with ease. When you use Hunt Prey on a creature within 100 feet, you can follow that creature’s movements, allowing you to know the creature’s exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in Nature to track your prey’s location across teleportation or planar travel. This feat gains the detection, divination, and primal traits if you’re legendary in Nature. + descr: Your ability to track your prey has surpassed explanation, allowing you to + trace your prey’s movements and predict its location with ease. When you use Hunt + Prey on a creature within 100 feet, you can follow that creature’s movements, + allowing you to know the creature’s exact location no matter how far away it becomes, + as long as it remains your prey. You must be legendary in Nature to track your + prey’s location across teleportation or planar travel. This feat gains the detection, + divination, and primal traits if you’re legendary in Nature. frequency: null has_been_manually_proofread: false level: 20 @@ -9417,7 +11220,10 @@ feat: - Ranger trigger: null - action: null - descr: You can divide your attention three ways when hunting. When you use Hunt Prey, you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies. + descr: You can divide your attention three ways when hunting. When you use Hunt + Prey, you can designate three creatures as prey, designate two creatures as prey + and share the effect with one ally (as Shared Prey), or designate one creature + as prey and share the effect with two allies. frequency: null has_been_manually_proofread: false level: 20 @@ -9434,7 +11240,11 @@ feat: - Ranger trigger: null - action: null - descr: You are so skilled at navigating the wild, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to. + descr: You are so skilled at navigating the wild, your movement is completely unaffected + by terrain. You ignore the effects of all difficult terrain, greater difficult + terrain, and hazardous terrain, and you don’t trigger traps and hazards that are + triggered by moving into an area (such as trip wires and pressure plates), unless + you want to. frequency: null has_been_manually_proofread: false level: 20 @@ -9451,7 +11261,8 @@ feat: - Ranger trigger: null - action: Reaction - descr: You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. + descr: You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against + the triggering attack. frequency: null has_been_manually_proofread: false level: 1 @@ -9468,7 +11279,15 @@ feat: - Rogue trigger: A creature targets you with an attack and you can see the attacker. - action: null - descr: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. + descr: You have an intuitive sense that alerts you to the dangers and presence of + traps. You gain a +1 circumstance bonus to Perception checks to find traps, to + AC against attacks made by traps, and to saves against traps. Even if you aren’t + Searching, you get a check to find traps that normally require you to be Searching. + You still need to meet any other requirements to find the trap. You can disable + traps that require a proficiency rank of master in Thievery. If you have master + proficiency in Thievery, you can disable traps that require a proficiency rank + of legendary instead, and your circumstance bonuses against traps increase to + +2. frequency: null has_been_manually_proofread: false level: 1 @@ -9485,7 +11304,11 @@ feat: - Rogue trigger: null - action: Two Actions - descr: You make a dazzling series of attacks with both weapons, using the first attack to throw your foe offguard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally. + descr: You make a dazzling series of attacks with both weapons, using the first + attack to throw your foe offguard against a second attack at a different angle. + Make one Strike with each of your two melee weapons, both against the same target. + The target is automatically flat-footed against the second attack. Apply your + multiple attack penalty to the Strikes normally. frequency: null has_been_manually_proofread: false level: 1 @@ -9502,7 +11325,11 @@ feat: - Rogue trigger: null - action: Reaction - descr: After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger. + descr: After downing a foe, you menacingly remind another foe that you’re coming + after them next. Attempt an Intimidation check with a +2 circumstance bonus to + Demoralize a single creature that you can see and that can see you. If you have + legendary proficiency in Intimidation, you can use this as a free action with + the same trigger. frequency: null has_been_manually_proofread: false name: You’re Next @@ -9521,7 +11348,8 @@ feat: - Rogue trigger: You reduce an enemy to 0 hit points. - action: null - descr: The brutality of your critical hits shakes your foes’ confidence. Whenever your Strike is a critical hit and deals damage, the target is frightened 1. + descr: The brutality of your critical hits shakes your foes’ confidence. Whenever + your Strike is a critical hit and deals damage, the target is frightened 1. frequency: null has_been_manually_proofread: false level: 2 @@ -9538,7 +11366,10 @@ feat: - Rogue trigger: null - action: null - descr: Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves. + descr: Your Feints are far more distracting than normal, drawing your foes’ attention + and allowing you and your allies to take greater advantage. While a creature is + flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception + checks and Reflex saves. frequency: null has_been_manually_proofread: false level: 2 @@ -9555,7 +11386,9 @@ feat: - Rogue trigger: null - action: null - descr: You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. + descr: You’ve dabbled in a variety of tricks, gaining minor magical abilities from + a particular tradition. Choose arcane, divine, occult, or primal magic, and gain + two cantrips from the common cantrips available to that tradition. frequency: null has_been_manually_proofread: false level: 2 @@ -9572,7 +11405,10 @@ feat: - Rogue trigger: null - action: null - descr: You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. + descr: You move in a way that denies your enemies the opportunity to retaliate. + When you take a Stride action to move half your Speed or less, that movement does + not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming + instead of Striding if you have the corresponding movement type. frequency: null has_been_manually_proofread: false level: 2 @@ -9589,7 +11425,9 @@ feat: - Rogue trigger: null - action: null - descr: Interweaving your most powerful attacks in a graceful fiow, you temporarily unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is flat-footed against your attacks until the end of your next turn. + descr: Interweaving your most powerful attacks in a graceful fiow, you temporarily + unbalance your foes. Whenever your Strike is a critical hit and deals damage, + the target is flat-footed against your attacks until the end of your next turn. frequency: null has_been_manually_proofread: false level: 2 @@ -9606,7 +11444,12 @@ feat: - Rogue trigger: null - action: Single Action - descr: With careful observation during battle, you identify an enemy’s strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day. + descr: With careful observation during battle, you identify an enemy’s strengths + and weaknesses. The GM rolls a secret Perception check for you against the Deception + or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed + from you, hidden from you, or undetected by you, and who is engaged in combat. + The GM might apply a penalty for the distance between you and the enemy. The enemy + is then temporarily immune to your Battle Assessment for 1 day. frequency: null has_been_manually_proofread: false level: 4 @@ -9624,7 +11467,8 @@ feat: - Secret trigger: null - action: null - descr: You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks. + descr: You capitalize on your enemies’ fear to slip past their defenses. Any creature + that has the frightened condition is also flat-footed against your attacks. frequency: null has_been_manually_proofread: false level: 4 @@ -9641,7 +11485,12 @@ feat: - Rogue trigger: null - action: null - descr: Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target. + descr: Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, + you can sneak spells past your foes’ defenses as easily as any blade. When you + succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals + damage, you can add your sneak attack damage to the damage roll. If your single + spell leads to multiple separate damage rolls, apply your sneak attack damage + only once per target. frequency: null has_been_manually_proofread: false level: 4 @@ -9658,7 +11507,13 @@ feat: - Rogue trigger: null - action: Single Action - descr: 'You apply a poison to the required weapon. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special: During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.' + descr: 'You apply a poison to the required weapon. If your next attack with that + weapon before the end of your next turn hits and deals damage, it applies the + effects of the poison, provided that poison can be delivered by contact or injury. + If you critically fail the attack roll, the poison is wasted as normal. Special: + During your daily preparations, you can prepare a number of simple injury poisons + equal to your rogue level. These poisons deal 1d4 poison damage. Only you can + apply these poisons properly, and they expire the next time you prepare.' frequency: null has_been_manually_proofread: false level: 4 @@ -9676,7 +11531,10 @@ feat: - Rogue trigger: null - action: Reaction - descr: You keep pace with a retreating foe. You Stride, but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. + descr: You keep pace with a retreating foe. You Stride, but you must end your movement + adjacent to the triggering enemy. Your move does not trigger reactions from the + triggering enemy. You can use Reactive Pursuit to Burrow, Climb, Fly, or Swim + instead of Stride if you have the corresponding movement type. frequency: null has_been_manually_proofread: false level: 4 @@ -9691,9 +11549,17 @@ feat: page_stop: 185 traits: - Rogue - trigger: An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action. + trigger: An adjacent foe moves away from you, and you can reach at least one space + adjacent to the foe with a Stride action. - action: Single Action - descr: 'You subtly damage others’ equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage can’t take the item below its Break Threshold. Critical Success: You deal damage equal to four times your Thievery proficiency bonus. Success: You deal damage equal to double your Thievery proficiency bonus. Critical: Failure Temporarily immune to your Sabotage for 1 day.' + descr: 'You subtly damage others’ equipment. Choose one item that a creature within + your reach wields or carries. The item must have moving parts that you could possibly + sabotage (a shortbow could be sabotaged, but a longsword could not). Attempt a + Thievery check against the Reflex DC of the creature. Damage dealt by Sabotage + can’t take the item below its Break Threshold. Critical Success: You deal damage + equal to four times your Thievery proficiency bonus. Success: You deal damage + equal to double your Thievery proficiency bonus. Critical: Failure Temporarily + immune to your Sabotage for 1 day.' frequency: null has_been_manually_proofread: false level: 4 @@ -9711,7 +11577,10 @@ feat: - Rogue trigger: null - action: null - descr: You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them. + descr: You and your allies harry an opponent in concert. Any enemy is flat-footed + against your melee attacks due to flanking as long as the enemy is within both + your reach and your ally’s. Your allies must still flank an enemy for it to be + flat-footed to them. frequency: null has_been_manually_proofread: false name: Gang Up @@ -9727,7 +11596,8 @@ feat: - Rogue trigger: null - action: null - descr: You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain. + descr: You aren’t bothered by tricky footing. When you Stride or Step, you can ignore + difficult terrain. frequency: null has_been_manually_proofread: false level: 6 @@ -9744,7 +11614,9 @@ feat: - Rogue trigger: null - action: Single Action - descr: After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice. + descr: After stabbing your opponent in a weak spot, you tear the wound open. You + deal persistent bleed damage to the target equal to your number of sneak attack + damage dice. frequency: null has_been_manually_proofread: false level: 6 @@ -9752,7 +11624,8 @@ feat: prereqs: - descr: Class Level 6 feat: null - requirement: Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. + requirement: Your last action was a melee Strike that dealt sneak attack damage + to a flat-footed target. source: - abbr: CRB page_start: 186 @@ -9761,7 +11634,14 @@ feat: - Rogue trigger: null - action: Reaction - descr: 'You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows. Critical Success: You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice). Success: You prevent the trap from being triggered, or you delay the activation until the end of your next turn (whichever is worse for you; GM’s choice). Failure: No effect. Critical Failure: You’re flat-footed until the start of your next turn.' + descr: 'You can jam the workings of a trap to delay its effects. Attempt a Thievery + check to Disable a Device on the trap; the DC to do so is increased by 5, and + the effects are as follows. Critical Success: You prevent the trap from being + triggered, or you delay the activation until the start or end of your next turn + (your choice). Success: You prevent the trap from being triggered, or you delay + the activation until the end of your next turn (whichever is worse for you; GM’s + choice). Failure: No effect. Critical Failure: You’re flat-footed until the start + of your next turn.' frequency: null has_been_manually_proofread: false level: 8 @@ -9778,7 +11658,10 @@ feat: - Rogue trigger: A trap within your reach is triggered. - action: null - descr: You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll. + descr: You deliver poisons in ways that maximize their harmful effects. When you + apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead + of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on + a critically failed attack roll. frequency: null has_been_manually_proofread: false level: 8 @@ -9795,7 +11678,10 @@ feat: - Rogue trigger: null - action: null - descr: You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. + descr: You throw yourself into a roll to escape imminent danger. You can use Nimble + Dodge before attempting a Reflex save in addition to its original trigger. If + you do, the circumstance bonus applies to your Reflex save against the triggering + effect. frequency: null has_been_manually_proofread: false level: 8 @@ -9812,7 +11698,8 @@ feat: - Rogue trigger: null - action: Reaction - descr: When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature. + descr: When your enemy is hit by your ally, you capitalize upon the distraction. + Make a Strike against the triggering creature. frequency: null has_been_manually_proofread: false level: 8 @@ -9827,9 +11714,13 @@ feat: page_stop: 187 traits: - Rogue - trigger: A creature within your melee reach is hit by a melee attack from one of your allies. + trigger: A creature within your melee reach is hit by a melee attack from one of + your allies. - action: Reaction - descr: You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll against the new target. + descr: You deftly step out of the way of an attack, letting the blow continue to + the creature next to you. You redirect the attack to a creature of your choice + that is adjacent to you and within the reach of the triggering attack. The attacker + rerolls the Strike’s attack roll against the new target. frequency: null has_been_manually_proofread: false level: 8 @@ -9846,7 +11737,17 @@ feat: - Rogue trigger: The attack roll for a Strike targeting you fails or critically fails. - action: null - descr: Your attacks deal more damage, even against creatures that aren’t flat-footed. When you succeed or critically succeed at a Strike against a creature that isn’t flat-footed, you also deal 1d6 precision damage. This applies only if you’re using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, you deal 2d6 precision damage to creatures that aren’t flat-footed. When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also Stride up to 10 feet as part of the reaction. If you do, the reaction gains the move trait. You can use Nimble Roll while Flying or Swimming instead of Striding if you have the corresponding movement type. + descr: Your attacks deal more damage, even against creatures that aren’t flat-footed. + When you succeed or critically succeed at a Strike against a creature that isn’t + flat-footed, you also deal 1d6 precision damage. This applies only if you’re using + a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, + if you would normally deal 3d6 or more sneak attack damage to flat-footed creatures, + you deal 2d6 precision damage to creatures that aren’t flat-footed. When you use + Nimble Dodge and the triggering attack fails or critically fails, or when you + succeed or critically succeed at the saving throw, you can also Stride up to 10 + feet as part of the reaction. If you do, the reaction gains the move trait. You + can use Nimble Roll while Flying or Swimming instead of Striding if you have the + corresponding movement type. frequency: null has_been_manually_proofread: false name: Sly Striker @@ -9862,7 +11763,10 @@ feat: - Rogue trigger: null - action: null - descr: 'You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation: The target takes an additional 2d6 precision damage from your attacks. Debilitation: The target becomes flat-footed.' + descr: 'You carefully aim and gracefully deliver your debilitations. Add the following + debilitations to the list you can choose from when you use Debilitating Strike. + Debilitation: The target takes an additional 2d6 precision damage from your attacks. + Debilitation: The target becomes flat-footed.' frequency: null has_been_manually_proofread: false level: 10 @@ -9879,7 +11783,9 @@ feat: - Rogue trigger: null - action: null - descr: It is almost impossible to spot you without taking effort to look. When you roll a failure on a Sneak action, you get a success instead. You can still critically fail. + descr: It is almost impossible to spot you without taking effort to look. When you + roll a failure on a Sneak action, you get a success instead. You can still critically + fail. frequency: null has_been_manually_proofread: false level: 10 @@ -9896,7 +11802,9 @@ feat: - Rogue trigger: null - action: null - descr: You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. + descr: You learn new debilitations that grant you tactical advantages against your + foes. Add the following debilitations to the list you can choose from when you + use Debilitating Strike. frequency: null has_been_manually_proofread: false level: 10 @@ -9913,7 +11821,10 @@ feat: - Rogue trigger: null - action: null - descr: 'The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use Debilitating Strike. Debilitation: The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. Debilitation: The target becomes clumsy 1.' + descr: 'The debilitations you dish out seriously impair your foes. Add the following + debilitations to the list you can choose from when you use Debilitating Strike. + Debilitation: The target gains weakness 5 to your choice of bludgeoning, piercing, + or slashing damage. Debilitation: The target becomes clumsy 1.' frequency: null has_been_manually_proofread: false level: 10 @@ -9930,7 +11841,14 @@ feat: - Rogue trigger: null - action: null - descr: 'Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use Debilitating Strike, add the following debilitation to the list you can choose from. Debilitation: The target attempts a Fortitude save against your class DC with the following effects. Critical Success: The target is unaffected. Success: The target is slowed 1 until the end of your next turn. Failure: The target is slowed 2 until the end of your next turn. Critical Failure: The target is paralyzed until the end of your next turn.' + descr: 'Your debilitations are especially effective on your most powerful attacks. + Whenever you critically succeed at an attack roll against an enemy and use Debilitating + Strike, add the following debilitation to the list you can choose from. Debilitation: + The target attempts a Fortitude save against your class DC with the following + effects. Critical Success: The target is unaffected. Success: The target is slowed + 1 until the end of your next turn. Failure: The target is slowed 2 until the + end of your next turn. Critical Failure: The target is paralyzed until the end + of your next turn.' frequency: null has_been_manually_proofread: false level: 12 @@ -9948,7 +11866,12 @@ feat: - Rogue trigger: null - action: Two Actions - descr: You launch yourself through the air at a foe. Attempt a High Jump or Long Jump. If you attempt a High Jump, determine the distance you can travel using the scale of a Long Jump. At the end of your jump, you can make a melee Strike. After your Strike, you fall to the ground if you’re in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright. + descr: You launch yourself through the air at a foe. Attempt a High Jump or Long + Jump. If you attempt a High Jump, determine the distance you can travel using + the scale of a Long Jump. At the end of your jump, you can make a melee Strike. + After your Strike, you fall to the ground if you’re in the air. If the distance + of your fall is no more than the height of your jump, you take no damage and land + upright. frequency: null has_been_manually_proofread: false level: 12 @@ -9965,7 +11888,14 @@ feat: - Rogue trigger: null - action: Two Actions - descr: 'Your ranged attacks can shoot an unprepared foe right out of the air. Make a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. If the Strike is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects. Success: The target is unaffected. Failure: The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. Critical Failure: As failure, and the target can’t fiy, jump, levitate, or otherwise leave the ground until the end of your next turn.' + descr: 'Your ranged attacks can shoot an unprepared foe right out of the air. Make + a Strike with a ranged weapon or a thrown weapon against a flat-footed creature. + If the Strike is a success and deals damage, the target must attempt a Reflex + save against your class DC with the following effects. Success: The target is + unaffected. Failure: The target falls up to 120 feet. If it hits the ground, it + takes no damage from the fall. Critical Failure: As failure, and the target can’t + fiy, jump, levitate, or otherwise leave the ground until the end of your next + turn.' frequency: null has_been_manually_proofread: false level: 12 @@ -9982,7 +11912,11 @@ feat: - Rogue trigger: null - action: Reaction - descr: Grabbing a sleeve, swiping with your weapon, or creating another obstruction, you reflexively foil an enemy’s response. If the triggering creature’s level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature’s level is higher than yours, you must make an attack roll against its AC. On a success, you disrupt the reaction. + descr: Grabbing a sleeve, swiping with your weapon, or creating another obstruction, + you reflexively foil an enemy’s response. If the triggering creature’s level is + equal to or lower than yours, you disrupt the triggering reaction. If the triggering + creature’s level is higher than yours, you must make an attack roll against its + AC. On a success, you disrupt the reaction. frequency: null has_been_manually_proofread: false level: 12 @@ -9999,7 +11933,12 @@ feat: - Rogue trigger: An adjacent enemy begins to use a reaction. - action: Single Action - descr: Leaping out from hiding, you assail your target when they least expect it. You Stride up to your Speed, but you must end your movement next to an enemy you’re hidden from or undetected by. You then Strike that enemy; you remain hidden from or undetected by that creature until after you Strike. You can use Spring from the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. + descr: Leaping out from hiding, you assail your target when they least expect it. + You Stride up to your Speed, but you must end your movement next to an enemy you’re + hidden from or undetected by. You then Strike that enemy; you remain hidden from + or undetected by that creature until after you Strike. You can use Spring from + the Shadows while Burrowing, Climbing, Flying, or Swimming instead of Striding + if you have the corresponding movement type. frequency: null has_been_manually_proofread: false level: 12 @@ -10017,7 +11956,9 @@ feat: - Rogue trigger: null - action: Free Action - descr: Dropping into a roll to disperse the force of the blow, you can partially evade a lethal attack and stay conscious. You take half damage from the triggering attack. + descr: Dropping into a roll to disperse the force of the blow, you can partially + evade a lethal attack and stay conscious. You take half damage from the triggering + attack. frequency: once every 10 minutes has_been_manually_proofread: false level: 14 @@ -10034,7 +11975,10 @@ feat: - Rogue trigger: A physical attack would reduce you to 0 Hit Points. - action: Single Action - descr: You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s flat-footed against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait. + descr: You distract your opponent with a few choice words or a rude gesture. Choose + a target within 30 feet. It’s flat-footed against your attacks until the end of + your next turn. Depending on the way you describe your distraction, this action + gains either the auditory or visual trait. frequency: null has_been_manually_proofread: false level: 14 @@ -10052,7 +11996,11 @@ feat: - Rogue trigger: null - action: null - descr: When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, the target triggers an Attack of Opportunity reaction from one ally of your choice who has that reaction, as if the enemy had used a manipulate action. + descr: When you hit hard enough, you leave an opening so your ally can jump in on + the action. Whenever you critically hit a flat-footed opponent with a melee attack + and deal damage, the target triggers an Attack of Opportunity reaction from one + ally of your choice who has that reaction, as if the enemy had used a manipulate + action. frequency: null has_been_manually_proofread: false level: 14 @@ -10069,7 +12017,9 @@ feat: - Rogue trigger: null - action: Reaction - descr: When you look for foes, you can catch even the slightest cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you. + descr: When you look for foes, you can catch even the slightest cues. Even though + you failed at the triggering check, you automatically sense any undetected creatures + in the area where you’re Seeking, making them merely hidden to you. frequency: null has_been_manually_proofread: false level: 14 @@ -10086,7 +12036,12 @@ feat: - Rogue trigger: You fail a check to Seek. - action: null - descr: Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 20 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn’t reveal you, locate or scrying wouldn’t find you, and so on. + descr: Your deceptions confound even the most powerful mortal divinations. Detection, + revelation, and scrying effects pass right over you, your possessions, and your + auras, detecting nothing unless the detecting effect has a counteract level of + 20 or higher. For example, detect magic would still detect other magic in the + area but not any magic on you, true seeing wouldn’t reveal you, locate or scrying + wouldn’t find you, and so on. frequency: null has_been_manually_proofread: false level: 16 @@ -10103,7 +12058,12 @@ feat: - Rogue trigger: null - action: null - descr: Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you Stride, you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location. + descr: Using fantastic acrobatic skill, you can walk for brief stretches across + insubstantial surfaces. When you Stride, you can move across water, air, and solid + surfaces that can hold only limited weight as if they were normal ground. If you + Stride over a trap with a weight-sensitive pressure plate, you don’t trigger it. + At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps + as normal for your current location. frequency: null has_been_manually_proofread: false level: 16 @@ -10120,7 +12080,11 @@ feat: - Rogue trigger: null - action: Reaction - descr: You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. Special You can use this reaction even if the mental effect is preventing you from using reactions. + descr: You can find a loophole in a mental effect to temporarily overcome it. Until + the end of your next turn, you ignore a single mental effect that meets the requirement. + You can suppress a particular effect using Cognitive Loophole only once. Special + You can use this reaction even if the mental effect is preventing you from using + reactions. frequency: null has_been_manually_proofread: false level: 16 @@ -10128,7 +12092,8 @@ feat: prereqs: - descr: Class Level 16 feat: null - requirement: You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw. + requirement: You are currently affected by a mental effect that you gained by failing, + but not critically failing, a saving throw. source: - abbr: CRB page_start: 188 @@ -10137,7 +12102,11 @@ feat: - Rogue trigger: Your turn ends. - action: Two Actions - descr: Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature (your choice). If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to your rogue level, and your counteract check modifier is equal to your class DC – 10. + descr: Your sneak attack slices through the threads binding magic to a target. Make + a Strike against a flat-footed creature (your choice). If your Strike deals sneak + attack damage, you attempt to counteract a single spell active on the target. + Your counteract level is equal to your rogue level, and your counteract check + modifier is equal to your class DC – 10. frequency: null has_been_manually_proofread: false level: 16 @@ -10154,7 +12123,12 @@ feat: - Rogue trigger: null - action: Single Action - descr: You use clever tactics to mislead your foes as you sneak away. You Sneak while leaving a decoy behind. The decoy acts as the spell mislead, though you aren’t invisible, just undetected. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again. + descr: You use clever tactics to mislead your foes as you sneak away. You Sneak + while leaving a decoy behind. The decoy acts as the spell mislead, though you + aren’t invisible, just undetected. You can continue to concentrate to move your + decoy, as with the spell, whether or not you remain hidden throughout the duration. + Once you use Perfect Distraction, you need to spend 10 minutes to set up another + decoy before you can use it again. frequency: null has_been_manually_proofread: false level: 16 @@ -10171,7 +12145,12 @@ feat: - Rogue trigger: null - action: Two Actions - descr: You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling. + descr: You find tiny holes or imperfections that no one else could see and try to + somehow fit yourself through them, possibly moving directly through the wall or + floor from one side to the other. Your movement attempt fails if the wall or floor + is made of something other than wood, plaster, or stone; is thicker than 10 feet; + or contains even a thin layer of metal. If you have a climb Speed, you can use + this ability to attempt to move through a ceiling. frequency: null has_been_manually_proofread: false level: 18 @@ -10190,7 +12169,11 @@ feat: - Rogue trigger: null - action: null - descr: You have learned to exploit your enemies’ lowered defenses. When you succeed or critically succeed at a Strike using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your Strike, rather than precision damage. + descr: You have learned to exploit your enemies’ lowered defenses. When you succeed + or critically succeed at a Strike using your Strength modifier on the attack roll + and you would deal sneak attack damage, you can change the additional damage from + sneak attack into ordinary damage of the same type as your Strike, rather than + precision damage. frequency: null has_been_manually_proofread: false level: 18 @@ -10207,14 +12190,24 @@ feat: - Rogue trigger: null - action: Reaction - descr: Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations. + descr: Whether from jury-rigged magic items, stolen magical essence, or other means, + you have a contingency in your back pocket for desperate situations. When the + trigger occurs, you cause the spell to come into effect. The spell targets only + you, no matter how many creatures it would affect normally. If you define particularly + complicated conditions, as determined by the GM, the trigger might fail. Once + the contingency is triggered, the spell is expended until your next daily preparations. frequency: null has_been_manually_proofread: false name: Trickster’s Ace prereqs: - descr: Class Level 18 feat: null - requirement: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. + requirement: When you make your daily preparations, you must specify a trigger for + this reaction using the same restrictions as the triggers for the Ready action. + You also choose a single spell from the arcane, divine, occult, or primal list + of 4th level or lower. The spell can’t have a cost, nor can its casting time be + more than 10 minutes. The spell must be able to target a single creature, and + you must be a valid target for it. source: - abbr: CRB page_start: 189 @@ -10224,7 +12217,10 @@ feat: - Rogue trigger: You specify the trigger when your daily preparations(see Requirements). - action: Reaction - descr: When you put your mind to slipping out of sight, you disappear completely. You become invisible for 1 minute, even if you use a hostile action. Not even glitterdust, see invisibility, or similar effects can reveal you, though creatures can still use the Seek action to locate you as normal. + descr: When you put your mind to slipping out of sight, you disappear completely. + You become invisible for 1 minute, even if you use a hostile action. Not even + glitterdust, see invisibility, or similar effects can reveal you, though creatures + can still use the Seek action to locate you as normal. frequency: once per hour has_been_manually_proofread: false level: 20 @@ -10239,9 +12235,14 @@ feat: page_stop: 189 traits: - Rogue - trigger: You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes. + trigger: You successfully use Stealth to Hide and become hidden from all of your + current foes, or use Stealth to Sneak and become undetected to all your current + foes. - action: null - descr: Your attacks are swift and deadly beyond explanation. Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn’t flat-footed. + descr: Your attacks are swift and deadly beyond explanation. Nothing can prevent + you from making a sneak attack, even if your opponent can see every blow coming. + Instead of dealing the damage from Sly Striker, you can deal your full sneak attack + damage to a target even if the target isn’t flat-footed. frequency: null has_been_manually_proofread: false level: 20 @@ -10258,7 +12259,12 @@ feat: - Rogue trigger: null - action: Reaction - descr: You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were observed, as long as you end the movement of your Sneak while concealed or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your Sneak doesn’t move you out of the area, both you and the decoy are targeted by the effect. + descr: You reactively switch with your decoy to foil your foe. You use Perfection + Distraction, even if you were observed, as long as you end the movement of your + Sneak while concealed or in a location with cover or greater cover. Your decoy + is targeted by the attack or effect instead of you. In the case of an area effect, + if your Sneak doesn’t move you out of the area, both you and the decoy are targeted + by the effect. frequency: null has_been_manually_proofread: false level: 20 @@ -10275,16 +12281,24 @@ feat: - Concentrate - Manipulate - Rogue - trigger: You would be hit by an attack or targeted by an effect, or you are within an effect’s area. + trigger: You would be hit by an attack or targeted by an effect, or you are within + an effect’s area. - action: Reaction - descr: When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it. You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458). Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult). + descr: When a foe Casts a Spell you know and you can see its manifestations, you + can use your own magic to disrupt it. You expend one of your spell slots to counter + the triggering creature’s casting of a spell that you have in your repertoire. + You lose your spell slot as if you had cast the triggering spell. You then attempt + to counteract the triggering spell (page 458). Special This feat has the trait + corresponding to the tradition of spells you cast (arcane, divine, natural, or + occult). frequency: null has_been_manually_proofread: false name: Counterspell (Spontaneous) prereqs: - descr: Class Level 1 feat: null - requirement: You have an unexpended spell slot you could use to cast the triggered spell. + requirement: You have an unexpended spell slot you could use to cast the triggered + spell. source: - abbr: CRB page_start: 198 @@ -10294,7 +12308,9 @@ feat: - Sorcerer trigger: A creature casts a spell that you have in your repertoire. - action: null - descr: Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level. + descr: Your legacy grants you great destructive power. When you Cast a Spell from + your spell slots, if the spell deals damage and doesn’t have a duration, you gain + a status bonus to that spell’s damage equal to the spell’s level. frequency: null has_been_manually_proofread: false level: 1 @@ -10311,7 +12327,8 @@ feat: - Sorcerer trigger: null - action: null - descr: An animal serves you and assists your spellcasting. You gain a familiar (rules for familiars arefound on page 217). + descr: An animal serves you and assists your spellcasting. You gain a familiar (rules + for familiars arefound on page 217). frequency: null has_been_manually_proofread: false level: 1 @@ -10328,7 +12345,8 @@ feat: - Sorcerer trigger: null - action: null - descr: You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repetoire. + descr: You better understand the basic power of your bloodline. Add two additional + cantrips from your spell list to your repetoire. frequency: null has_been_manually_proofread: false level: 2 @@ -10345,7 +12363,8 @@ feat: - Sorcerer trigger: null - action: null - descr: You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. + descr: You infuse your familiar with additional magical energy. You can select four + familiar or master abilities each day, instead of two. frequency: null has_been_manually_proofread: false level: 2 @@ -10362,7 +12381,16 @@ feat: - Sorcerer trigger: null - action: null - descr: Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook. During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day. + descr: Your arcane legacy grants you an exceptional aptitude for intellectual and + academic pursuits. You become trained in one skill of your choice. Additionally, + you keep a book of arcane spells similar to a wizard’s spellbook. You add all + the spells in your spell repertoire to this book for free, and you can add additional + arcane spells to the book by paying the appropriate cost and using your Arcana + skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook. + During your daily preparations, choose any one spell from your book of arcane + spells. If it isn’t in your spell repertoire, add it to your spell repertoire + until the next time you prepare. If it’s already in your spell repertoire, add + it as an additional signature spell for that day. frequency: null has_been_manually_proofread: false level: 4 @@ -10380,7 +12408,12 @@ feat: - Sorcerer trigger: null - action: Free Action - descr: 'You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. Abjuration: force damage, Conjuration or Transmutation: the same type as the weapon, Divination, Enchantment, or Illusion: mental damage, Evocation: a type the spell dealt, or force damage if the spell didn’t deal damage, Necromancy: negative damage' + descr: 'You siphon the residual energy from the last spell you cast into one weapon + you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage + of a type depending on the school of the spell you just cast. Abjuration: force + damage, Conjuration or Transmutation: the same type as the weapon, Divination, + Enchantment, or Illusion: mental damage, Evocation: a type the spell dealt, or + force damage if the spell didn’t deal damage, Necromancy: negative damage' frequency: once per turn has_been_manually_proofread: false level: 4 @@ -10401,7 +12434,10 @@ feat: - Wizard trigger: null - action: null - descr: The divine might provided by your bloodline fiows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire. + descr: The divine might provided by your bloodline fiows through you. You gain an + additional spell slot of your highest level, which you can use only to cast your + choice of heal or harm. You can cast either of these spells using that spell slot, + even if they aren’t in your spell repertoire. frequency: null has_been_manually_proofread: false level: 4 @@ -10419,7 +12455,11 @@ feat: - Sorcerer trigger: null - action: null - descr: Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). + descr: Glimpses of the obscure secrets of the universe loan you power. You become + trained in one skill of your choice. Additionally, once per day, you can spend + 1 minute to choose one mental occult spell you don’t know and add it to your spell + repertoire. You lose this temporary spell the next time you make your daily preparations + (though you can use this ability to add it again later). frequency: null has_been_manually_proofread: false level: 4 @@ -10437,7 +12477,10 @@ feat: - Sorcerer trigger: null - action: null - descr: You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants and fungi. You can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire. + descr: You can call upon the creatures of the wild for aid. You gain an additional + spell slot of your highest level, which you can use only to cast summon animal + or summon plants and fungi. You can cast either of these spells using that spell + slot, even if it they aren’t in your spell repertoire. frequency: null has_been_manually_proofread: false level: 4 @@ -10455,7 +12498,9 @@ feat: - Sorcerer trigger: null - action: null - descr: You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1. + descr: You have studied your bloodline to learn the secrets of its magic. You gain + the advanced bloodline spell associated with your bloodline. Increase the number + of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 6 @@ -10472,7 +12517,10 @@ feat: - Sorcerer trigger: null - action: null - descr: You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action isn’t disrupted. + descr: You are confident in your spellcasting technique, and you are more easily + able to retain your concentration when you Cast a Spell. If a reaction would disrupt + your spellcasting action, attempt a DC 15 fiat check. If you succeed, your action + isn’t disrupted. frequency: null has_been_manually_proofread: false level: 6 @@ -10489,7 +12537,8 @@ feat: - Sorcerer trigger: null - action: null - descr: Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects. + descr: Your magical blood makes you more resistant to magic. You gain a +1 status + bonus to saving throws against spells and magical effects. frequency: null has_been_manually_proofread: false level: 8 @@ -10506,7 +12555,12 @@ feat: - Sorcerer trigger: null - action: null - descr: Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat. + descr: Odd interactions in your bloodline provide you with unexpected spells. You + can have one spell in your spell repertoire from a tradition other than the one + that matches your bloodline. You cast that spell as a spell from your bloodline’s + tradition. You can swap which spell you add and from which tradition as you could + any other sorcerer spell, but you can’t have more than one spell from another + tradition in your spell repertoire at the same time using this feat. frequency: null has_been_manually_proofread: false level: 8 @@ -10523,7 +12577,9 @@ feat: - Sorcerer trigger: null - action: null - descr: Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1. + descr: Further communion with the legacy of your bloodline has uncovered greater + secrets. You gain the greater bloodline spell associated with your bloodline. + Increase the number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 10 @@ -10540,7 +12596,12 @@ feat: - Sorcerer trigger: null - action: Single Action - descr: You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected. + descr: You alter your spells to overcome resistances. If the next action you use + is to Cast a Spell, the spell ignores an amount of the target’s resistance to + acid, cold, electricity, fire, or sonic damage equal to your level. This applies + to all damage the spell deals, including persistent damage and damage caused by + an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s + immunities are unaffected. frequency: null has_been_manually_proofread: false level: 10 @@ -10559,7 +12620,10 @@ feat: - Sorcerer trigger: null - action: null - descr: In a mentally strenuous process, you modify the casting of a spell to take less time. If your next action is to cast a Sorcerer cantrip or a Sorcerer spell that is at least 2 levels lower than the highest level Sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + descr: In a mentally strenuous process, you modify the casting of a spell to take + less time. If your next action is to cast a Sorcerer cantrip or a Sorcerer spell + that is at least 2 levels lower than the highest level Sorcerer spell you can + cast, reduce the number of actions to cast it by 1 (minimum 1 action). frequency: null has_been_manually_proofread: false level: 10 @@ -10578,7 +12642,9 @@ feat: - Sorcerer trigger: null - action: null - descr: Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. + descr: Your focus recovers faster. If you have spent at least 2 Focus Points since + the last time you Refocused, you recover 2 Focus Points when you Refocus instead + of 1. frequency: null has_been_manually_proofread: false level: 12 @@ -10595,7 +12661,13 @@ feat: - Sorcerer trigger: null - action: null - descr: You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. Special (Wizard) This feat has the Arcane trait. + descr: You have a literal sixth sense for ambient magic in your vicinity. You can + sense the presence of magic auras as though you were always using a 1st-level + detect magic spell. This detects magic in your field of vision only. When you + Seek, you gain the benefits of a 3rd-level detect magic spell on things you see + (in addition to the normal benefits of Seeking). You can turn this sense off and + on with a free action at the start or the end of your turn. Special (Wizard) This + feat has the Arcane trait. frequency: null has_been_manually_proofread: false level: 12 @@ -10615,7 +12687,11 @@ feat: - Wizard trigger: null - action: Single Action - descr: You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe. + descr: You weave dispelling energy into a spell, sending both effects at a foe. + If your next action is to cast a single-target spell against a creature, and you + either hit the foe with the spell attack roll or the foe fails its saving throw, + you can cast dispel magic on the foe as a free action, expending a spell slot + as normal and targeting one spell effect affecting the foe. frequency: null has_been_manually_proofread: false level: 14 @@ -10633,7 +12709,11 @@ feat: - Sorcerer trigger: null - action: null - descr: When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. + descr: When you successfully use Counterspell to counteract a spell that affects + targeted creatures or an area, you can turn that spell’s effect back on its caster. + When reflected, the spell affects only the original caster, even if it’s an area + spell or it would normally affect more than one creature. The original caster + can attempt a save and use other defenses against the reflected spell as normal. frequency: null has_been_manually_proofread: false level: 14 @@ -10651,7 +12731,9 @@ feat: - Wizard trigger: null - action: null - descr: Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast. + descr: Your bloodline’s deep connection to mental essence greatly enhances your + spell repertoire. Add one spell to your spell repertoire for each spell level + you can cast. frequency: null has_been_manually_proofread: false level: 16 @@ -10669,7 +12751,9 @@ feat: - Sorcerer trigger: null - action: null - descr: Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels. + descr: Vital power surges through you like a font of energy. Twice per day, you + can cast a spell after you’ve run out of spell slots of the appropriate spell + level; the two spells you cast with this feat must be of different spell levels. frequency: null has_been_manually_proofread: false level: 16 @@ -10687,7 +12771,9 @@ feat: - Sorcerer trigger: null - action: null - descr: Your blood’s power replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. + descr: Your blood’s power replenishes your focus. If you have spent at least 3 Focus + Points since the last time you Refocused, you recover 3 Focus Points when you + Refocus instead of 1. frequency: null has_been_manually_proofread: false level: 18 @@ -10704,7 +12790,10 @@ feat: - Sorcerer trigger: null - action: null - descr: Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don’t need to be from the same tradition. + descr: Your bloodline is extraordinarily complex. You can have up to three spells + from other traditions in your spell repertoire, rather than just one. These spells + must each be of a different spell level, but they don’t need to be from the same + tradition. frequency: null has_been_manually_proofread: false level: 18 @@ -10721,7 +12810,9 @@ feat: - Sorcerer trigger: null - action: Single Action - descr: Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the spell’s slot when you cast it. + descr: Your inborn magical nature lets you redirect ambient energies to fuel your + spells. If your next action is to Cast a Spell of 5th level or lower that has + no duration, you don’t expend the spell’s slot when you cast it. frequency: once per minute has_been_manually_proofread: false level: 20 @@ -10739,7 +12830,8 @@ feat: - Sorcerer trigger: null - action: null - descr: You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot. + descr: You command the ultimate powers of your bloodline and tradition. You gain + an additional 10th-level spell slot. frequency: null has_been_manually_proofread: false level: 20 @@ -10756,7 +12848,8 @@ feat: - Sorcerer trigger: null - action: null - descr: Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions. + descr: Altering your spells doesn’t take any longer than casting them normally. + You can use metamagic single actions as free actions. frequency: null has_been_manually_proofread: false level: 20 @@ -10774,7 +12867,11 @@ feat: - Wizard trigger: null - action: Reaction - descr: When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell (page 458). + descr: When a foe Casts a Spell and you can see its manifestations, you can use + your own magic to disrupt it. You expend a prepared spell to counter the triggering + creature’s casting of that same spell. You lose your spell slot as if you had + cast the triggering spell. You then attempt to counteract the triggering spell + (page 458). frequency: null has_been_manually_proofread: false name: Counterspell (Prepared) @@ -10792,7 +12889,12 @@ feat: - Wizard trigger: A creature Casts a Spell that you have prepared. - action: null - descr: You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn’t remove the need for any materials listed in the spell’s cost entry. + descr: You can use clever workarounds to replicate the arcane essence of certain + materials. When Casting a Spell that requires material components, you can provide + these material components without a spell component pouch by drawing intricate + replacement sigils in the air. Unlike when providing somatic components, you still + must have a hand completely free. This doesn’t remove the need for any materials + listed in the spell’s cost entry. frequency: null has_been_manually_proofread: false level: 1 @@ -10809,7 +12911,8 @@ feat: - Wizard trigger: null - action: null - descr: You make a pact with creature that serves you and assists your spellcasting. You gain a familiar (page 217). + descr: You make a pact with creature that serves you and assists your spellcasting. + You gain a familiar (page 217). frequency: null has_been_manually_proofread: false level: 1 @@ -10826,7 +12929,10 @@ feat: - Wizard trigger: null - action: null - descr: You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See Arcane Schools on page 207 for more information about focus spells. + descr: You can magically hurl your weapon at your foe. You gain the hand of the + apprentice universalist spell. Universalist spells are a type of focus spell, + much like school spells. You start with a focus pool of 1 Focus Point. See Arcane + Schools on page 207 for more information about focus spells. frequency: null has_been_manually_proofread: false level: 1 @@ -10843,7 +12949,8 @@ feat: - Wizard trigger: null - action: null - descr: Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. + descr: Dedicated study allows you to prepare a wider range of simple spells. You + can prepare two additional cantrips each day. frequency: null has_been_manually_proofread: false level: 2 @@ -10860,7 +12967,17 @@ feat: - Wizard trigger: null - action: Single Action - descr: Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. + descr: Hiding your gestures and incantations within other speech and movement, you + attempt to conceal the fact that you are Casting a Spell. If the next action you + use is to Cast a Spell, attempt a Stealth check against one or more observers’ + Perception DCs; if the spell has verbal components, you must also attempt a Deception + check against the observers’ Perception DC. If you succeed at your check (or checks) + against an observer’s DC, that observer doesn’t notice you’re casting a spell, + even though material, somatic, and verbal components are usually noticeable and + spells normally have sensory manifestations that would make spellcasting obvious + to those nearby. This ability hides only the spell’s spellcasting actions and + manifestations, not its effects, so an observer might still see a ray streak out + from you or see you vanish into thin air. frequency: null has_been_manually_proofread: false level: 2 @@ -10880,7 +12997,10 @@ feat: - Wizard trigger: null - action: null - descr: You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. Special If your arcane thesis is improved familiar attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis is four. + descr: You infuse your familiar with additional magical energy. You can select four + familiar or master abilities each day, instead of two. Special If your arcane + thesis is improved familiar attunement, your familiar’s base number of familiar + abilities, before adding any extra abilities from the arcane thesis is four. frequency: null has_been_manually_proofread: false level: 2 @@ -10897,7 +13017,9 @@ feat: - Wizard trigger: null - action: null - descr: You have linked your bonded item to the well of energy that powers your school spells. When you Drain your Bonded Item to cast a spell of your arcane school, you also regain 1 Focus Point. + descr: You have linked your bonded item to the well of energy that powers your school + spells. When you Drain your Bonded Item to cast a spell of your arcane school, + you also regain 1 Focus Point. frequency: once per day has_been_manually_proofread: false level: 4 @@ -10914,7 +13036,15 @@ feat: - Wizard trigger: null - action: Single Action - descr: You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components. + descr: You’ve learned how to cast many of your spells without speaking the words + of power you would normally need to provide. If the next action you use is Casting + a Spell that has a verbal component and at least one other component, you can + remove the verbal component. This makes the spell quieter and allows you to cast + it in areas where sound can’t carry. However, the spell still has visual manifestations, + so this doesn’t make the spell any less obvious to someone who sees you casting + it. When you use Silent Spell, you can choose to gain the benefits of Conceal + Spell, and you don’t need to attempt a Deception check because the spell has no + verbal components. frequency: null has_been_manually_proofread: false level: 4 @@ -10933,7 +13063,10 @@ feat: - Wizard trigger: null - action: null - descr: You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells. + descr: You’ve studied ways of overcoming the innate magical resistance that dragons, + otherworldly beings, and certain other powerful creatures have. Any creature that + has a status bonus to saving throws against magic reduces that bonus by 1 against + your spells. frequency: null has_been_manually_proofread: false level: 6 @@ -10950,7 +13083,13 @@ feat: - Wizard trigger: null - action: null - descr: You gain access to a powerful new school spell depending on your arcane school. If you’re an abjurer, you gain energy absorption; if you’re a conjurer, you gain dimensional steps; if you’re a diviner, you gain vigilant eye; if you’re an enchanter, you gain dread aura; if you’re an evoker, you gain elemental tempest; if you’re an illusionist, you gain invisibility cloak; if you’re a necromancer, you gain life siphon; and if you’re a transmuter, you gain shifting form. Increase the number of Focus Points in your focus pool by 1. + descr: You gain access to a powerful new school spell depending on your arcane school. + If you’re an abjurer, you gain energy absorption; if you’re a conjurer, you gain + dimensional steps; if you’re a diviner, you gain vigilant eye; if you’re an enchanter, + you gain dread aura; if you’re an evoker, you gain elemental tempest; if you’re + an illusionist, you gain invisibility cloak; if you’re a necromancer, you gain + life siphon; and if you’re a transmuter, you gain shifting form. Increase the + number of Focus Points in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 8 @@ -10967,7 +13106,13 @@ feat: - Wizard trigger: null - action: Single Action - descr: By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item. + descr: By carefully manipulating the arcane energies stored in your bonded item + as you drain it, you can conserve just enough power to cast another, slightly + weaker spell. If the next action you use is to Cast a Spell using the energy from + Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this + extra use of Drain Bonded Item before the end of your next turn or you lose it, + and you can use this additional use only to cast a spell 2 or more levels lower + than the first spell cast with Drain Bonded Item. frequency: null has_been_manually_proofread: false level: 8 @@ -10986,7 +13131,12 @@ feat: - Wizard trigger: null - action: null - descr: You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. You can use that school spell until your next daily preparations. When you Refocus, you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1. + descr: You can access the fundamental abilities of any school of magic. During your + daily preparations, choose one of the eight school spells gained by 1st-level + specialist wizards. You can use that school spell until your next daily preparations. + When you Refocus, you can choose a different school spell from among those eight + school spells, replacing the previous one. Increase the number of Focus Points + in your focus pool by 1. frequency: null has_been_manually_proofread: false level: 8 @@ -11003,7 +13153,12 @@ feat: - Wizard trigger: null - action: Single Action - descr: With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected. + descr: With a complex gesture, you alter the energy of your spell to overcome resistances. + If the next action you use is to Cast a Spell, the spell ignores an amount of + the target’s resistance to acid, cold, electricity, fire, or sonic damage equal + to your level. This applies to all damage the spell deals, including persistent + damage and damage caused by an ongoing effect of the spell, such as the wall created + by wall of fire. A creature’s immunities are unaffected. frequency: null has_been_manually_proofread: false level: 10 @@ -11022,7 +13177,10 @@ feat: - Wizard trigger: null - action: null - descr: In a mentally strenuous process, you modify the casting of a spell to take less time. If your next action is to cast a Wizard cantrip or a Wizard spell that is at least 2 levels lower than the highest level Wizard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + descr: In a mentally strenuous process, you modify the casting of a spell to take + less time. If your next action is to cast a Wizard cantrip or a Wizard spell that + is at least 2 levels lower than the highest level Wizard spell you can cast, reduce + the number of actions to cast it by 1 (minimum 1 action). frequency: null has_been_manually_proofread: false level: 10 @@ -11041,7 +13199,15 @@ feat: - Wizard trigger: null - action: null - descr: During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value. If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls. + descr: During your daily preparations, you can create two temporary scrolls containing + arcane spells from your spellbook. These scrolls follow the normal rules for scrolls + (page 564), with some additional restrictions. Each scroll must be of a different + spell level, and both spell levels must be 2 or more levels lower than your highest-level + spell. Any scrolls you create this way become non-magical the next time you make + your daily preparations. A temporary scroll has no value. If you have master proficiency + in arcane spell DCs, you can create three temporary scrolls during your daily + preparations, and if you have legendary proficiency, you can create four temporary + scrolls. frequency: null has_been_manually_proofread: false level: 10 @@ -11058,7 +13224,17 @@ feat: - Wizard trigger: null - action: null - descr: You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM’s discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell). Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate. + descr: You creatively apply your prepared spells to Counterspell a much wider variety + of your opponents’ magic. Instead of being able to counter a foe’s spell with + Counterspell only if you have that same spell prepared, you can use Counterspell + as long as you have the spell the foe is casting in your spellbook. When you use + Counterspell in this way, the prepared spell you expend must share a trait other + than its tradition with the triggering spell. At the GM’s discretion, you can + instead use a spell that has an opposing trait or that otherwise logically would + counter the triggering spell (such as using a cold or water spell to counter fireball + or using remove fear to counter a fear spell). Regardless of what spell you expend, + you take a –2 penalty to your counteract check, though the GM can waive this penalty + if the expended spell is especially appropriate. frequency: null has_been_manually_proofread: false level: 12 @@ -11075,7 +13251,10 @@ feat: - Wizard trigger: null - action: null - descr: Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1. + descr: Your connection to your bonded item increases your focus pool. If you have + spent at least 2 Focus Points since the last time you Refocused and your bonded + item is in your possession, you recover 2 Focus Points when you Refocus instead + of 1. frequency: null has_been_manually_proofread: false level: 14 @@ -11092,7 +13271,9 @@ feat: - Wizard trigger: null - action: null - descr: When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell. + descr: When you draw upon your bonded item, you can leave a bit of energy within + it for later use. You can use Drain Bonded Item one additional time per day, but + only to cast a spell 2 or more levels lower than your highest-level spell. frequency: null has_been_manually_proofread: false level: 14 @@ -11109,7 +13290,18 @@ feat: - Wizard trigger: null - action: Two Actions - descr: You’ve learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when Casting the Spell (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell’s integrity, reducing its remaining duration by half. You can’t use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to. + descr: You’ve learned to alter choices you make when casting spells on yourself. + After casting a spell on only yourself that offers several choices of effect (such + as resist energy, spell immunity, or a polymorph spell that offers several potential + forms), you can alter the choice you made when Casting the Spell (for instance, + choosing a different type of damage for resist energy). However, your tinkering + weakens the spell’s integrity, reducing its remaining duration by half. You can’t + use this feat if the benefits of the spell have already been used up or if the + effects of the first choice would persist in any way after switching (for instance, + if one of the choices was to create a consumable item you already used, or to + heal you), or if the feat would create an effect more powerful than that offered + by the base spell. The GM is the final arbiter of what Spell Tinker can be applied + to. frequency: null has_been_manually_proofread: false level: 16 @@ -11127,7 +13319,13 @@ feat: - Wizard trigger: null - action: null - descr: You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that’s at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don’t have any particular spell prepared in that slot until you cast it. + descr: You’ve found a way to prepare a spell slot that exists in your mind as many + different possibilities at once. Once during your daily preparations, you can + use a spell slot to hold that infinite potential, rather than using it to prepare + a spell. You can use this spell slot to cast any spell from your spellbook that’s + at least 2 levels lower than the slot you designate; the spell acts in all ways + as a spell of 2 levels lower. You don’t have any particular spell prepared in + that slot until you cast it. frequency: null has_been_manually_proofread: false level: 18 @@ -11144,7 +13342,15 @@ feat: - Wizard trigger: null - action: null - descr: You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day. If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot. + descr: You’ve discovered how to reuse some of your spell slots over and over. You + can spend 10 minutes to prepare a spell that you already cast today, regaining + access to that spell slot. The spell must be of 4th level or lower and one that + does not have a duration. You can reprepare a spell in this way even if you’ve + already reprepared that spell previously in the same day. If you have the spell + substitution arcane thesis, you can instead prepare a different spell in an expended + slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared + a spell in that slot even once, you can use your arcane thesis to substitute only + spells without durations into that spell slot. frequency: null has_been_manually_proofread: false level: 18 @@ -11161,7 +13367,8 @@ feat: - Wizard trigger: null - action: null - descr: You have mastered the greatest secrets of arcane magic. You gain an additional 10th-level spell slot. + descr: You have mastered the greatest secrets of arcane magic. You gain an additional + 10th-level spell slot. frequency: null has_been_manually_proofread: false name: Archwizard’s Might @@ -11177,7 +13384,24 @@ feat: - Wizard trigger: null - action: null - descr: You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot’s level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target. When you cast a combined spell, it affects only one target, even if the component spells normally affect more than one. If any spell in the combination has further restrictions (such as targeting only living creatures), you must abide by all restrictions. The combined spell uses the shorter of the component spells’ ranges. Resolve a combined spell as if were a single spell, but apply the effects of both component spells. For example, if the spell’s target succeeded at the save against a combined spell, it would apply the success effect of each spell, and if it critically failed, it would apply the critical failure effect of both spells. + descr: You can merge spells, producing multiple effects with a single casting. One + slot of each level of spell you can cast, except 2nd level and 1st level, becomes + a spell combination slot (this doesn’t apply to cantrips). When you prepare your + spells, you can fill a combination slot with a combination of two spells. Each + spell in the combination must be 2 or more spell levels below the slot’s level, + and both must target only one creature or object or have the option to target + only one creature or object. Each spell in the combination must also have the + same means of determining whether it has an effect—both spells must require a + ranged spell attack roll, require the same type of saving throw, or automatically + affect the target. When you cast a combined spell, it affects only one target, + even if the component spells normally affect more than one. If any spell in the + combination has further restrictions (such as targeting only living creatures), + you must abide by all restrictions. The combined spell uses the shorter of the + component spells’ ranges. Resolve a combined spell as if were a single spell, + but apply the effects of both component spells. For example, if the spell’s target + succeeded at the save against a combined spell, it would apply the success effect + of each spell, and if it critically failed, it would apply the critical failure + effect of both spells. frequency: null has_been_manually_proofread: false level: 20 @@ -11194,7 +13418,9 @@ feat: - Wizard trigger: null - action: null - descr: You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. + descr: You put your alchemical interest into practice. You become trained in alchemical + bombs and Crafting; if you were already trained in Crafting, you instead become + trained in a skill of your choice. You become trained in alchemist class DC. frequency: null has_been_manually_proofread: false level: 2 @@ -11247,7 +13473,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. + descr: You gain one alchemist feat. For the purpose of meeting its prerequisites, + your alchemist level is equal to half your character level. frequency: null has_been_manually_proofread: false name: Advanced Conoction @@ -11263,7 +13490,8 @@ feat: - Archetype trigger: null - action: null - descr: Your advanced alchemy level increases to 3. At 10th level, it increases to 5. + descr: Your advanced alchemy level increases to 3. At 10th level, it increases to + 5. frequency: null has_been_manually_proofread: false level: 6 @@ -11280,7 +13508,8 @@ feat: - Archetype trigger: null - action: null - descr: Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. + descr: Your advanced alchemy level increases to 7. For every level you gain beyond + 12th, your advanced alchemy level increases by 1. frequency: null has_been_manually_proofread: false level: 12 @@ -11297,7 +13526,9 @@ feat: - Archetype trigger: null - action: null - descr: You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the Rage action. + descr: You become trained in Athletics; if you were already trained in Athletics, + you instead become trained in a skill of your choice. You become trained in barbarian + class DC. You can use the Rage action. frequency: null has_been_manually_proofread: false level: 2 @@ -11316,13 +13547,16 @@ feat: - Multiclass trigger: null - action: null - descr: You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way. + descr: You gain 3 additional Hit Points for each barbarian archetype class feat + you have. As you continue selecting barbarian archetype class feats, you continue + to gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false level: 4 name: Barbarian Resiliency prereqs: - - descr: class granting no more Hit Points per level than 10 + your constituion modifier + - descr: class granting no more Hit Points per level than 10 + your constituion + modifier feat: null requirement: null source: @@ -11350,7 +13584,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. + descr: You gain one barbarian feat. For the purpose of meeting its prerequisites, + your barbarian level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -11400,7 +13635,13 @@ feat: - Archetype trigger: null - action: null - descr: You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. + descr: You cast spells like a bard and gain the Cast a Spell activity. You gain + a spell repertoire with two common cantrips from the occult spell list, or any + other cantrips you learn or discover. You’re trained in spell attack rolls and + spell DCs for occult spells. Your key spellcasting ability for bard archetype + spells is Charisma, and they are occult bard spells. You become trained in Occultism + and Performance; for each of these skills in which you were already trained, you + instead become trained in a skill of your choice. frequency: null has_been_manually_proofread: false level: 2 @@ -11419,7 +13660,10 @@ feat: - Multiclass trigger: null - action: null - descr: You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level. + descr: You gain the basic spellcasting benefits (page 219). Each time you gain a + spell slot of a new level from the bard archetype, add a common occult spell or + another spell you learned or discovered to your repertoire, of the appropriate + spell level. frequency: null has_been_manually_proofread: false level: 4 @@ -11452,7 +13696,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. + descr: You gain one bard feat. For the purpose of meeting its prerequisites, your + bard level is equal to half your character level. frequency: null has_been_manually_proofread: false name: Advanced Muse’s Whispers @@ -11468,7 +13713,9 @@ feat: - Archetype trigger: null - action: null - descr: You gain the counter performance composition spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse. (For more on composition spells, see page 97.) + descr: You gain the counter performance composition spell. If you don’t already + have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging + your muse. (For more on composition spells, see page 97.) frequency: null has_been_manually_proofread: false level: 6 @@ -11502,7 +13749,10 @@ feat: - Archetype trigger: null - action: null - descr: Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell levels. + descr: Your repertoire expands, and you can cast more occult spells each day. Increase + the number of spells in your repertoire and the number of spell slots you gain + from bard archetype feats by 1 for each spell level other than your two highest + spell levels. frequency: null has_been_manually_proofread: false level: 8 @@ -11553,7 +13803,15 @@ feat: - Archetype trigger: null - action: null - descr: Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.\n\nYou are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from choice of deity or cause.\n\n**Special** You cannot select another dedication feat until you have gained two other feats from the champion archetype. + descr: Choose a deity and cause as you would if you were a champion. You become + trained in light, medium, and heavy armor. You become trained in Religion and + your deity’s associated skill; for each of these skills in which you were already + trained, you instead become trained in a skill of your choice. You become trained + in champion class DC.\n\nYou are bound by your deity's anathema and must follow + the champion's code and alignment requirements for your cause. You don't gain + any other abilities from choice of deity or cause.\n\n**Special** You cannot + select another dedication feat until you have gained two other feats from the + champion archetype. frequency: null has_been_manually_proofread: false level: 2 @@ -11591,13 +13849,16 @@ feat: - Archetype trigger: null - action: null - descr: You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way. + descr: You gain 3 additional Hit Points for each champion archetype class feat you + have. As you continue selecting champion archetype class feats, you continue to + gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false level: 4 name: Champion Resiliencey prereqs: - - descr: class granting no more Hit Points per level than 8 + your Constitution modifier + - descr: class granting no more Hit Points per level than 8 + your Constitution + modifier feat: null requirement: null source: @@ -11608,7 +13869,10 @@ feat: - Archetype trigger: null - action: null - descr: You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. (For more on devotion spells, see page 107.) + descr: You gain the appropriate devotion spell for your cause ( lay on hands for + the paladin, redeemer, and liberator). If you don’t already have one, you gain + a focus pool of 1 Focus Point, which you can Refocus by praying or serving your + deity. (For more on devotion spells, see page 107.) frequency: null has_been_manually_proofread: false level: 4 @@ -11625,7 +13889,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. + descr: You gain one champion feat. For the purpose of meeting its prerequisites, + your champion level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -11675,7 +13940,8 @@ feat: - Archetype trigger: null - action: null - descr: Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. + descr: Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored + defense increase to expert. frequency: null has_been_manually_proofread: false level: 14 @@ -11692,7 +13958,16 @@ feat: - Archetype trigger: null - action: null - descr: You cast spells like a cleric. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity’s anathema. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity. + descr: You cast spells like a cleric. You gain access to the Cast a Spell activity. + You can prepare two common cantrips each day from the divine spell list in this + book or any other cantrips you learn or discover. You’re trained in spell attack + rolls and spell DCs for divine spells. Your key spellcasting ability for cleric + archetype spells is Wisdom, and they are divine cleric spells. Choose a deity + as you would if you were a cleric. You become bound by that deity’s anathema. + You become trained in Religion and your deity’s associated skill; for each of + these skills in which you were already trained, you instead become trained in + a skill of your choice. You don’t gain any other abilities from your choice of + deity. frequency: null has_been_manually_proofread: false level: 2 @@ -11711,7 +13986,8 @@ feat: - Multiclass trigger: null - action: null - descr: You gain the basic spellcasting benefits. You can prepare your deity’s spells in your spell slots of the appropriate level from the cleric archetype. + descr: You gain the basic spellcasting benefits. You can prepare your deity’s spells + in your spell slots of the appropriate level from the cleric archetype. frequency: null has_been_manually_proofread: false level: 4 @@ -11745,7 +14021,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. + descr: You gain one cleric feat. For the purpose of meeting its prerequisites, your + cleric level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -11762,7 +14039,9 @@ feat: - Archetype trigger: null - action: null - descr: You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest spell levels. + descr: You can cast more divine spells each day. Increase the spell slots you gain + from cleric archetype feats by 1 for each spell level other than your two highest + spell levels. frequency: null has_been_manually_proofread: false level: 8 @@ -11813,7 +14092,12 @@ feat: - Archetype trigger: null - action: null - descr: You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Druidic language. + descr: You cast spells like a druid. You gain access to the Cast a Spell activity. + You can prepare two common cantrips each day from the primal spell list in this + book or any other cantrips you learn or discover. You’re trained in spell attack + rolls and spell DCs for primal spells. Your key spellcasting ability for druid + archetype spells is Wisdom, and they are primal druid spells. You learn the Druidic + language. frequency: null has_been_manually_proofread: false level: 2 @@ -11866,7 +14150,9 @@ feat: - Archetype trigger: null - action: null - descr: You gain the initial order spell from your order. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature. (For more on order spells, see page 131.) + descr: You gain the initial order spell from your order. If you don’t already have + one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one + with nature. (For more on order spells, see page 131.) frequency: null has_been_manually_proofread: false level: 4 @@ -11883,7 +14169,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. + descr: You gain one druid feat. For the purpose of meeting its prerequisites, your + druid level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -11900,7 +14187,8 @@ feat: - Archetype trigger: null - action: null - descr: Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest spell levels. + descr: Increase the spell slots you gain from druid archetype feats by 1 for each + spell level other than your two highest spell levels. frequency: null has_been_manually_proofread: false level: 8 @@ -11951,7 +14239,11 @@ feat: - Archetype trigger: null - action: null - descr: You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. Special You cannot select another dedication feat until you have gained two other feats from the fighter archetype. + descr: You become trained in simple weapons and martial weapons. You become trained + in your choice of Acrobatics or Athletics; if you are already trained in both + of these skills, you instead become trained in a skill of your choice. You become + trained in fighter class DC. Special You cannot select another dedication feat + until you have gained two other feats from the fighter archetype. frequency: null has_been_manually_proofread: false level: 2 @@ -11987,13 +14279,16 @@ feat: - Archetype trigger: null - action: null - descr: You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. + descr: You gain 3 additional Hit Points for each fighter archetype class feat you + have. As you continue selecting fighter archetype class feats, you continue to + gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false level: 4 name: Fighter Resiliency prereqs: - - descr: class granting no more Hit Points per level than 8 + your Constitution modifier + - descr: class granting no more Hit Points per level than 8 + your Constitution + modifier feat: null requirement: null source: @@ -12021,7 +14316,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. + descr: You gain a fighter feat. For the purpose of meeting its prerequisites, your + fighter level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -12038,7 +14334,8 @@ feat: - Archetype trigger: null - action: null - descr: Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained. + descr: Your proficiency ranks for simple weapons and martial weapons increase to + expert, and your proficiency rank for advanced weapons increases to trained. frequency: null has_been_manually_proofread: false level: 12 @@ -12055,7 +14352,10 @@ feat: - Archetype trigger: null - action: null - descr: You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. + descr: You become trained in unarmed attacks and gain the powerful fist class feature + (page 156). You become trained in your choice of Acrobatics or Athletics; if you + are already trained in both of these skills, you become trained in a skill of + your choice. You become trained in monk class DC. frequency: null has_been_manually_proofread: false level: 2 @@ -12091,13 +14391,16 @@ feat: - Archetype trigger: null - action: null - descr: You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way. + descr: You gain 3 additional Hit Points for each monk archetype class feat you have. + As you continue selecting monk archetype class feats, you continue to gain additional + Hit Points in this way. frequency: null has_been_manually_proofread: false level: 4 name: Monk Resiliency prereqs: - - descr: class granting no more Hit Points per level than 8 + your Constitution modifier + - descr: class granting no more Hit Points per level than 8 + your Constitution + modifier feat: null requirement: null source: @@ -12108,7 +14411,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. + descr: You gain one monk feat. For the purpose of meeting its prerequisites, your + monk level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -12160,7 +14464,8 @@ feat: - Monk trigger: null - action: null - descr: Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master. + descr: Choose one saving throw (Fortitude, Reflex, or Will) in which you are an + expert. Your proficiency rank in the chosen saving throw increases to master. frequency: null has_been_manually_proofread: false name: Perfection’s Path @@ -12176,7 +14481,9 @@ feat: - Archetype trigger: null - action: null - descr: You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the Hunt Prey action. + descr: You become trained in Survival; if you were already trained in Survival, + you instead become trained in another skill of your choice. You become trained + in ranger class DC. You can use the Hunt Prey action. frequency: null has_been_manually_proofread: false level: 2 @@ -12213,13 +14520,16 @@ feat: - Archetype trigger: null - action: null - descr: You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. + descr: You gain 3 additional Hit Points for each ranger archetype class feat you + have. As you continue selecting ranger archetype class feats, you continue to + gain additional Hit Points in this way. frequency: null has_been_manually_proofread: false level: 4 name: Ranger Resiliency prereqs: - - descr: class granting no more Hit Points per level than 8 + your Constitution modifier + - descr: class granting no more Hit Points per level than 8 + your Constitution + modifier feat: null requirement: null source: @@ -12230,7 +14540,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. + descr: You gain one ranger feat. For the purpose of meeting its prerequisites, your + ranger level is equal to half your character level. frequency: null has_been_manually_proofread: false name: Advanced Hunter’s Trick @@ -12263,7 +14574,11 @@ feat: - Archetype trigger: null - action: null - descr: You gain a skill feat and the rogue’s surprise attack class feature (page 181). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC. + descr: You gain a skill feat and the rogue’s surprise attack class feature (page + 181). You become trained in light armor. In addition, you become trained in Stealth + or Thievery plus one skill of your choice; if you are already trained in both + Stealth and Thievery, you become trained in an additional skill of your choice. + You become trained in rogue class DC. frequency: null has_been_manually_proofread: false level: 2 @@ -12299,7 +14614,9 @@ feat: - Archetype trigger: null - action: null - descr: You gain the sneak attack class feature (page 181), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels. + descr: You gain the sneak attack class feature (page 181), except it deals 1d4 damage, + increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain + levels. frequency: null has_been_manually_proofread: false level: 4 @@ -12316,7 +14633,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. + descr: You gain one rogue feat. For the purpose of meeting its prerequisites, your + rogue level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -12333,7 +14651,9 @@ feat: - Archetype trigger: null - action: null - descr: Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. + descr: Increase your proficiency rank in one of your skills from expert to master + and in another of your skills from trained to expert. You gain a skill feat associated + with one of the skills you chose. frequency: null has_been_manually_proofread: false level: 8 @@ -12384,7 +14704,15 @@ feat: - Archetype trigger: null - action: null - descr: Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline. + descr: Choose a bloodline. You become trained in the bloodline’s two skills; for + each of these skills in which you were already trained, you become trained in + a skill of your choice. You cast spells like a sorcerer. You gain access to the + Cast a Spell activity. You gain a spell repertoire with two common cantrips from + the spell list associated with your bloodline, or any other cantrips you learn + or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s + spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, + and they are sorcerer spells of your bloodline’s tradition. You don’t gain any + other abilities from your choice of bloodline. frequency: null has_been_manually_proofread: false level: 2 @@ -12403,7 +14731,10 @@ feat: - Multiclass trigger: null - action: null - descr: 'You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered.' + descr: 'You gain the basic spellcasting benefits. Each time you gain a spell slot + of a new level from the sorcerer archetype, add a spell of the appropriate spell + level to your repertoire: a common spell of your bloodline’s tradition, one of + your bloodline’s granted spells, or another spell you have learned or discovered.' frequency: null has_been_manually_proofread: false level: 4 @@ -12437,7 +14768,9 @@ feat: - Archetype trigger: null - action: null - descr: You gain your bloodline’s initial bloodline spell. If you don’t already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort. (For more on bloodline spells, see page 194.) + descr: You gain your bloodline’s initial bloodline spell. If you don’t already have + one, you also gain a focus pool of 1 Focus Point, which you can Refocus without + any special effort. (For more on bloodline spells, see page 194.) frequency: null has_been_manually_proofread: false level: 4 @@ -12454,7 +14787,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. + descr: You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer + level is half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -12471,7 +14805,10 @@ feat: - Archetype trigger: null - action: null - descr: Your repertoire expands, and you can cast more spells of your bloodline’s tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest spell levels. + descr: Your repertoire expands, and you can cast more spells of your bloodline’s + tradition each day. Increase the number of spells in your repertoire and number + of spell slots you gain from sorcerer archetype feats by 1 for each spell level + other than your two highest spell levels. frequency: null has_been_manually_proofread: false level: 8 @@ -12522,7 +14859,12 @@ feat: - Archetype trigger: null - action: null - descr: You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. + descr: You cast spells like a wizard, gaining a spellbook with four common arcane + cantrips of your choice. You gain the Cast a Spell activity. You can prepare two + cantrips each day from your spellbook. You’re trained in arcane spell attack rolls + and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, + and they are arcane wizard spells. You become trained in Arcana; if you were already + trained in Arcana, you instead become trained in a skill of your choice. frequency: null has_been_manually_proofread: false level: 2 @@ -12541,7 +14883,9 @@ feat: - Multiclass trigger: null - action: null - descr: Select one arcane school of magic. You gain the school’s initial school spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying. (For more on arcane schools, see page 204.) + descr: Select one arcane school of magic. You gain the school’s initial school spell. + If you don’t already have one, you gain a focus pool of 1 Focus Point, which you + can Refocus by studying. (For more on arcane schools, see page 204.) frequency: null has_been_manually_proofread: false level: 4 @@ -12575,7 +14919,9 @@ feat: - Archetype trigger: null - action: null - descr: You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. + descr: You gain the basic spellcasting benefits. Each time you gain a spell slot + of a new level from the wizard archetype, add two common spells of that level + to your spellbook. frequency: null has_been_manually_proofread: false level: 4 @@ -12592,7 +14938,8 @@ feat: - Archetype trigger: null - action: null - descr: You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. + descr: You gain one wizard feat. For the purpose of meeting its prerequisites, your + wizard level is equal to half your character level. frequency: null has_been_manually_proofread: false level: 6 @@ -12609,7 +14956,9 @@ feat: - Archetype trigger: null - action: null - descr: You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest spell levels. + descr: You can cast more arcane spells each day. Increase the spell slots you gain + from wizard archetype feats by 1 for each spell level other than your two highest + spell levels. frequency: null has_been_manually_proofread: false level: 8 @@ -12660,7 +15009,9 @@ feat: - Archetype trigger: null - action: null - descr: Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. + descr: Your knowledge has expanded to encompass a new field. Choose an additional + Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, + you gain an additional skill increase you can apply only to the chosen Lore subcategory. frequency: null has_been_manually_proofread: false level: 1 @@ -12678,7 +15029,12 @@ feat: - Skill trigger: null - action: null - descr: You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM. + descr: You’re fully immersed in another ancestry’s culture and traditions, whether + born into them, earned through rite of passage, or bonded through a deep friendship + or romance. Choose a common ancestry. You can select ancestry feats from the ancestry + you chose, in addition to your character’s own ancestry, as long as the ancestry + feats don’t require any physiological feature that you lack, as determined by + the GM. frequency: null has_been_manually_proofread: false level: 1 @@ -12695,7 +15051,9 @@ feat: - General trigger: null - action: null - descr: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. + descr: You can use the Craft activity to create alchemical items. When you select + this feat, you immediately add the formulas for four common 1st-level alchemical + items to your formula book. frequency: null has_been_manually_proofread: false level: 1 @@ -12713,7 +15071,8 @@ feat: - Skill trigger: null - action: null - descr: Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. + descr: Whether through instinct, study, or magic, you feel a deeper connection to + your ancestry. You gain a 1st-level ancestry feat. frequency: null has_been_manually_proofread: false level: 3 @@ -12730,7 +15089,10 @@ feat: - General trigger: null - action: null - descr: Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level. + descr: Your study of magic allows you to instinctively sense its presence. You can + cast 1st-level detect magic at will as an arcane innate spell. If you’re a master + in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened + to 4th level. frequency: null has_been_manually_proofread: false level: 1 @@ -12748,7 +15110,9 @@ feat: - Skill trigger: null - action: null - descr: You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. + descr: You become trained in light armor. If you already were trained in light armor, + you gain training in medium armor. If you were trained in both, you become trained + in heavy armor. frequency: null has_been_manually_proofread: false level: 1 @@ -12765,7 +15129,10 @@ feat: - General trigger: null - action: null - descr: Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). + descr: Even in the worst circumstances, you can perform basic tasks. Choose a skill + you’re trained in. You can forgo rolling a skill check for that skill to instead + receive a result of 10 + your proficiency bonus (do not apply any other bonuses, + penalties, or modifiers). frequency: null has_been_manually_proofread: false level: 1 @@ -12784,7 +15151,10 @@ feat: - Skill trigger: null - action: null - descr: You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check. + descr: You know basic facts off the top of your head. Choose a skill you’re an expert + in that has the Recall Knowledge action and for which you have the Assurance feat. + You can use the Recall Knowledge action with that skill as a free action once + per round. If you do, you must use Assurance on the skill check. frequency: null has_been_manually_proofread: false level: 2 @@ -12802,7 +15172,13 @@ feat: - Skill trigger: null - action: null - descr: You can Earn Income (page 236) using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp. + descr: You can Earn Income (page 236) using Diplomacy, spending your days hunting + for bargains and reselling at a profit. You can also spend time specifically sniffing + out a great bargain on an item; this works as if you were using Earn Income with + Diplomacy, except instead of gaining money, you purchase the item at a discount + equal to the money you would have gained, gaining the item for free if your earned + income equals or exceeds its cost. Finally, if you select Bargain Hunter during + character creation at 1st level, you start play with an additional 2 gp. frequency: null has_been_manually_proofread: false level: 1 @@ -12820,7 +15196,10 @@ feat: - Skill trigger: null - action: null - descr: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll. + descr: When you roll initiative, you can yell a mighty battle cry and Demoralize + an observed foe as a free action. If you’re legendary in Intimidation, you can + use a reaction to Demoralize your foe when you critically succeed at an attack + roll. frequency: null has_been_manually_proofread: false level: 7 @@ -12838,7 +15217,11 @@ feat: - Skill trigger: null - action: Single Action - descr: You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. + descr: You can patch up yourself or an adjacent ally, even in combat. Attempt a + Medicine check with the same DC as for Treat Wounds and provide the corresponding + amount of healing. As with Treat Wounds, you can attempt checks against higher + DCs if you have the minimum proficiency rank. The target is then temporarily immune + to your Battle Medicine for 1 day. frequency: null has_been_manually_proofread: false level: 1 @@ -12858,7 +15241,9 @@ feat: - Skill trigger: null - action: null - descr: You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to Recognize Spells you cast and Identify Magic you use increase by 5. + descr: You can draw upon strange variations in your spellcasting, whether or not + you can cast occult spells. The DCs to Recognize Spells you cast and Identify + Magic you use increase by 5. frequency: null has_been_manually_proofread: false level: 7 @@ -12876,7 +15261,14 @@ feat: - Skill trigger: null - action: null - descr: You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal). After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal. The animal is permanently helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal on page 249. Bonding with a new animal ends any previous bond you had. You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar). + descr: You forge strong connections with animals. You can spend 7 days of downtime + trying to bond with a normal animal (not a companion or other special animal). + After this duration, attempt a DC 20 Nature check. If successful, you bond with + the animal. The animal is permanently helpful to you, unless you do something + egregious to break your bond. A helpful animal is easier to direct, as described + under Command an Animal on page 249. Bonding with a new animal ends any previous + bond you had. You can’t have both a bonded animal and an animal companion (though + you can have both a bonded animal and a familiar). frequency: null has_been_manually_proofread: false level: 2 @@ -12895,7 +15287,11 @@ feat: - Skill trigger: null - action: null - descr: You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. + descr: You have incredible breath control, which grants you advantages when air + is hazardous or sparse. You can hold your breath for 25 times as long as usual + before suffocating. You gain a +1 circumstance bonus to saving throws against + inhaled threats, such as inhaled poisons, and if you roll a success on such a + saving throw, you get a critical success instead. frequency: null has_been_manually_proofread: false level: 1 @@ -12912,7 +15308,9 @@ feat: - General trigger: null - action: null - descr: Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice. + descr: Your avoidance or observation is beyond the ken of most in your profession. + Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an + expert in your choice. At 17th level, you become a master in your choice. frequency: null has_been_manually_proofread: false level: 1 @@ -12929,7 +15327,11 @@ feat: - General trigger: null - action: null - descr: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. + descr: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls + as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet + shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re + legendary in Acrobatics, you always land on your feet and don’t take damage, regardless + of the distance of the fall. frequency: null has_been_manually_proofread: false level: 1 @@ -12947,7 +15349,13 @@ feat: - Skill trigger: null - action: null - descr: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve. + descr: Your charm allows you to win over those you lie to. When you get a critical + success using the Lie action, the target’s attitude toward you improves by one + step, as though you’d succeeded at using Diplomacy to Make an Impression. This + works only once per conversation, and if you critically succeed against multiple + targets using the same result, you choose one creature’s attitude to improve. + You must be lying to impart seemingly important information, inflate your status, + or ingratiate yourself, which trivial or irrelevant lies can’t achieve. frequency: null has_been_manually_proofread: false level: 1 @@ -12965,7 +15373,13 @@ feat: - Skill trigger: null - action: null - descr: Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance. When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump. + descr: Your unparalleled athletic skill allows you to jump impossible distances. + Triple the distance you Long Jump (so you could jump 60 feet on a successful DC + 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple + the distance. When you Long Jump or High Jump, you can also increase the number + of actions you use (up to the number of actions you have remaining in your turn) + to jump even further. For each extra action, add your Speed to the maximum distance + you jump. frequency: null has_been_manually_proofread: false level: 15 @@ -12983,7 +15397,9 @@ feat: - Skill trigger: null - action: null - descr: Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. + descr: Your techniques allow you to fight as you climb. You’re not flat-footed while + Climbing and can Climb with a hand occupied. You must still use another hand and + both legs to Climb. frequency: null has_been_manually_proofread: false level: 1 @@ -13001,7 +15417,10 @@ feat: - Skill trigger: null - action: null - descr: Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all. + descr: Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance + bonus a target gains for your previous attempts to Create a Diversion or Lie to + it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and + if you’re legendary, your targets don’t get these bonuses at all. frequency: null has_been_manually_proofread: false level: 2 @@ -13019,7 +15438,13 @@ feat: - Skill trigger: null - action: null - descr: You have social connections you can leverage to trade favors or meet important people. When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice. The GM decides the DC based on the difficulty of the favor and the figure’s prominence. + descr: You have social connections you can leverage to trade favors or meet important + people. When you’re in an area with connections (typically a settlement where + you’ve spent downtime building connections, or possibly another area in the same + nation), you can attempt a Society check to arrange a meeting with an important + political figure or ask for a favor in exchange for a later favor of your contact’s + choice. The GM decides the DC based on the difficulty of the favor and the figure’s + prominence. frequency: null has_been_manually_proofread: false level: 2 @@ -13037,7 +15462,10 @@ feat: - Skill trigger: null - action: null - descr: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives. + descr: You zealously monitor a patient’s progress to administer treatment faster. + When you Treat Wounds, your patient becomes immune for only 10 minutes instead + of 1 hour. This applies only to your Treat Wounds activities, not any other the + patient receives. frequency: null has_been_manually_proofread: false level: 2 @@ -13055,7 +15483,12 @@ feat: - Skill trigger: null - action: null - descr: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary. + descr: You were raised among the nobility or have learned proper etiquette and bearing, + allowing you to present yourself as a noble and play games of influence and politics. + You can use Society to Make an Impression on a noble, as well as with Impersonate + to pretend to be a noble if you aren’t one. If you want to impersonate a specific + noble, you still need to use Deception to Impersonate normally, and to Lie when + necessary. frequency: null has_been_manually_proofread: false level: 1 @@ -13073,7 +15506,14 @@ feat: - Skill trigger: null - action: null - descr: You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting. The GM decides whether you can ignore a requirement. + descr: You can find ways to craft just about anything, despite restrictions. As + long as you have the appropriate Crafting skill feat (such as Magical Crafting + for magic items) and meet the item’s level and proficiency requirement, you ignore + just about any other requirement, such as being of a specific ancestry or providing + spells. The only exceptions are requirements that add to the item’s cost, including + castings of spells that themselves have a cost, and requirements of special items + such as the philosopher’s stone that have exclusive means of access and Crafting. + The GM decides whether you can ignore a requirement. frequency: null has_been_manually_proofread: false level: 15 @@ -13091,7 +15531,8 @@ feat: - Skill trigger: null - action: null - descr: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4. + descr: It takes more to kill you than most. You die from the dying condition at + dying 5, rather than dying 4. frequency: null has_been_manually_proofread: false level: 1 @@ -13108,7 +15549,14 @@ feat: - General trigger: null - action: null - descr: You’re so immersed in divine scripture that you find meaning and guidance in your texts in any situation. Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem. + descr: You’re so immersed in divine scripture that you find meaning and guidance + in your texts in any situation. Spend 10 minutes Deciphering Writing on religious + scriptures of your deity or philosophy while thinking about a particular problem + or conundrum you face, and then attempt a Religion check (DC determined by the + GM). If you succeed, you unearth a relevant passage, parable, or aphorism that + can help you move forward or change your thinking to help solve your conundrum. + For example, the GM might provide you with a cryptic poem or hint that can guide + you to the next step of solving your problem. frequency: null has_been_manually_proofread: false level: 15 @@ -13126,7 +15574,10 @@ feat: - Skill trigger: null - action: null - descr: You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. + descr: You’re a treasure trove of information, but not all of it comes from reputable + sources. When you fail a Recall Knowledge check using any skill, you learn a bit + of true knowledge and a bit of erroneous knowledge, but you don’t have any way + to differentiate which is which. frequency: null has_been_manually_proofread: false level: 1 @@ -13144,7 +15595,12 @@ feat: - Skill trigger: null - action: null - descr: You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly. + descr: You have a system that lets you search at great speed, finding details and + secrets twice as quickly as others can. When Searching, you take half as long + as usual to Search a given area. This means that while exploring, you double the + Speed you can move while ensuring you’ve Searched an area before walking into + it (up to half your Speed). If you’re legendary in Perception, you instead Search + areas four times as quickly. frequency: null has_been_manually_proofread: false level: 7 @@ -13161,7 +15617,10 @@ feat: - General trigger: null - action: null - descr: You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure. + descr: You carefully safeguard your professional endeavors to prevent disaster. + When you use Lore to Earn Income, if you roll a critical failure, you instead + get a failure. If you’re an expert in Lore, you gain twice as much income from + a failed check to Earn Income, unless it was originally a critical failure. frequency: null has_been_manually_proofread: false level: 1 @@ -13179,7 +15638,16 @@ feat: - Skill trigger: null - action: null - descr: You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income. + descr: You often smuggle things past the authorities. When the GM rolls your Stealth + check to see if a passive observer notices a small item you have concealed, the + GM uses the number rolled or 10—whichever is higher—as the result of your die + roll, adding it to your Stealth modifier to determine your Stealth check result. + If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re + legendary in Stealth, you automatically succeed at hiding a small concealed item + from passive observers. This provides no benefits when a creature attempts a Perception + check while actively searching you for hidden items. Due to your smuggling skill, + you’re more likely to find more lucrative smuggling jobs when using Underworld + Lore to Earn Income. frequency: null has_been_manually_proofread: false level: 1 @@ -13197,7 +15665,12 @@ feat: - Skill trigger: null - action: null - descr: Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. + descr: Tracking is second nature to you, and when necessary you can follow a trail + without pause. You can Track while moving at full Speed by taking a –5 penalty + to your Survival check. If you’re a master in Survival, you don’t take the –5 + penalty. If you’re legendary in Survival, you no longer need to roll a new Survival + check every hour when tracking, though you still need to roll whenever there are + significant changes in the trail. frequency: null has_been_manually_proofread: false level: 1 @@ -13215,7 +15688,15 @@ feat: - Skill trigger: null - action: null - descr: When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time. + descr: When you Perform, compare your result to the Will DC of one observer. If + you succeed, the target is fascinated by you for 1 round. If the observer is in + a situation that demands immediate attention, such as combat, you must critically + succeed to fascinate it and the Perform action gains the incapacitation trait. + You must choose which creature you’re trying to fascinate before you roll your + check, and the target is then temporarily immune for 1 hour. If you’re an expert + in Performance, you can fascinate up to four observers; if you’re a master, you + can fascinate up to 10 observers; and if you’re legendary, you can fascinate any + number of observers at the same time. frequency: null has_been_manually_proofread: false level: 1 @@ -13233,7 +15714,13 @@ feat: - Skill trigger: null - action: null - descr: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1. + descr: Your body quickly bounces back from afflictions. You regain twice as many + Hit Points from resting. Each time you succeed at a Fortitude save against an + ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent + disease or poison. Each critical success you achieve against an ongoing disease + or poison reduces its stage by 3, or by 2 against a virulent disease or poison. + In addition, you reduce the severity of your drained condition by 2 when you rest + for a night instead of by 1. frequency: null has_been_manually_proofread: false level: 1 @@ -13284,7 +15771,10 @@ feat: - General trigger: null - action: null - descr: You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465). + descr: You are adept at foiling creatures’ special senses and cautious enough to + safeguard against them at all times. Whenever you use the Avoid Notice, Hide, + or Sneak actions, you are always considered to be taking precautions against special + senses (see the Detecting with Other Senses sidebar on page 465). frequency: null has_been_manually_proofread: false level: 7 @@ -13302,7 +15792,18 @@ feat: - Skill trigger: null - action: null - descr: 'While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. ' + descr: 'While using Survival to Subsist, if you roll any result worse than a success, + you get a success. On a success, you can provide subsistence living for yourself + and four additional creatures, and on a critical success, you can take care of + twice as many creatures as on a success. Each time your proficiency rank in Survival + increases, double the number of additional creatures you can take care of on a + success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re + legendary). You can choose to care for half the number of additional creatures + and provide a comfortable living instead of subsistence living. Multiple smaller + creatures or creatures with significantly smaller appetites than a human are counted + as a single creature for this feat, and larger creatures or those with significantly + greater appetites each count as multiple creatures. The GM determines how much + a non-human creature needs to eat. ' frequency: null has_been_manually_proofread: false level: 1 @@ -13320,7 +15821,12 @@ feat: - Skill trigger: null - action: null - descr: First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a -5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. + descr: First impressions are your strong suit. When you meet someone in a casual + or social situation, you can immediately attempt a Diplomacy check to Make an + Impression on that creature rather than needing to converse for 1 minute. You + take a -5 penalty to the check. If you fail or critically fail, you can engage + in 1 minute of conversation and attempt a new check at the end of that time rather + than accepting the failure or critical failure result. frequency: null has_been_manually_proofread: false level: 2 @@ -13338,7 +15844,11 @@ feat: - Skill trigger: null - action: null - descr: When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. + descr: When you Coerce, you can compare your Intimidation check result to the Will + DCs of two targets instead of one. It’s possible to get a different degree of + success for each target. The number of targets you can Coerce in a single action + increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re + legendary. frequency: null has_been_manually_proofread: false level: 1 @@ -13356,7 +15866,10 @@ feat: - Skill trigger: null - action: null - descr: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. + descr: When you Make an Impression, you can compare your Diplomacy check result + to the Will DCs of two targets instead of one. It’s possible to get a different + degree of success for each target. The number of targets increases to four if + you’re an expert, 10 if you’re a master, and 25 if you’re legendary. frequency: null has_been_manually_proofread: false level: 1 @@ -13374,7 +15887,8 @@ feat: - Skill trigger: null - action: null - descr: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. + descr: You can carry more than your frame implies. Increase your maximum and encumbered + Bulk limits by 2. frequency: null has_been_manually_proofread: false level: 1 @@ -13392,7 +15906,12 @@ feat: - Skill trigger: null - action: null - descr: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. + descr: You are skilled at learning information through conversation. The Gather + Information exploration activity takes you half as long as normal (typically reducing + the time to 1 hour). If you’re a master in Diplomacy and you Gather Information + at the normal speed, when you attempt to do so and roll a critical failure, you + get a failure instead. There is still no guarantee that a rumor you learn with + Gather Information is accurate. frequency: null has_been_manually_proofread: false level: 1 @@ -13410,7 +15929,9 @@ feat: - Skill trigger: null - action: null - descr: You craft flawless creations with great efficiency. Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead. + descr: You craft flawless creations with great efficiency. Whenever you roll a success + at a Crafting check to make an item of the type you chose with Specialty Crafting, + you get a critical success instead. frequency: null has_been_manually_proofread: false level: 7 @@ -13428,7 +15949,8 @@ feat: - Skill trigger: null - action: null - descr: Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. + descr: Your performances inspire admiration and win you fans. You can Make an Impression + using Performance instead of Diplomacy. frequency: null has_been_manually_proofread: false level: 1 @@ -13446,7 +15968,8 @@ feat: - Skill trigger: null - action: null - descr: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. + descr: You react more quickly than others can. You gain a +2 circumstance bonus + to initiative rolls. frequency: null has_been_manually_proofread: false level: 1 @@ -13463,7 +15986,8 @@ feat: - General trigger: null - action: null - descr: You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12. + descr: You have an incredible ability to invest more magic items. Increase your + limit on invested items from 10 to 12. frequency: null has_been_manually_proofread: false level: 11 @@ -13480,7 +16004,9 @@ feat: - General trigger: null - action: null - descr: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. + descr: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory + trait and gains the visual trait, and you don’t take a penalty if the creature + doesn’t understand your language. frequency: null has_been_manually_proofread: false level: 1 @@ -13498,7 +16024,10 @@ feat: - Skill trigger: null - action: null - descr: In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2. + descr: In situations where you can physically menace the target when you Coerce + or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and + you ignore the penalty for not sharing a language. If your Strength score is 20 + or higher and you are a master in Intimidation, this bonus increases to +2. frequency: null has_been_manually_proofread: false level: 2 @@ -13516,7 +16045,14 @@ feat: - Skill trigger: null - action: null - descr: 'You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.' + descr: 'You are a genius at Crafting, easily able to determine how things are made + and create new inventions. You can spend downtime to invent a common formula that + you don’t know. This works just like the Craft activity: you spend half the Price + of the formula up front, attempt a Crafting check, and on a success either finish + the formula by paying the difference or work for longer to decrease the Price. + The difference is that you spend the additional time in research, design, and + development, rather than in creating an item. Once it’s complete, you add the + new formula you invented to your formula book.' frequency: null has_been_manually_proofread: false level: 7 @@ -13553,7 +16089,9 @@ feat: - Skill trigger: null - action: null - descr: When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month. + descr: When you successfully Coerce someone, the maximum time they comply increases + to a week, still determined by the GM. If you’re legendary, the maximum increases + to a month. frequency: null has_been_manually_proofread: false level: 2 @@ -13571,7 +16109,12 @@ feat: - Skill trigger: null - action: null - descr: Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document. + descr: Your skill with languages and codes is so great that you can decipher information + with little more than a quick read through a text. You can Decipher Writing using + Society while reading at normal speed. If you slow down and spend the full amount + of time that’s ordinarily required and roll a success, you get a critical success; + if you critically succeed while spending the normal amount of time, you gain a + nearly word-for-word understanding of the document. frequency: null has_been_manually_proofread: false level: 15 @@ -13589,7 +16132,11 @@ feat: - Skill trigger: null - action: null - descr: You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know —by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on). + descr: You’re so skilled with languages you can create a pidgin instantly. You can + always talk to any creature that has a language—even a language you don’t know + —by creating a new pidgin language that uses simplified terms and conveys basic + concepts. To do so, you must first understand at least what medium of communication + the creature uses (speech, sign language, and so on). frequency: null has_been_manually_proofread: false level: 15 @@ -13606,7 +16153,12 @@ feat: - General trigger: null - action: null - descr: You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10. + descr: You’ve discovered medical breakthroughs or techniques that achieve miraculous + results. Once per day for each target, you can spend 1 hour treating that target + and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, + or drained condition. Use the DC of the disease or of the spell or effect that + created the condition. If the effect’s source is an artifact, above 20th level, + or similarly powerful, increase the DC by 10. frequency: null has_been_manually_proofread: false level: 15 @@ -13623,7 +16175,13 @@ feat: - General trigger: null - action: Three Actions - descr: You can negotiate incredibly quickly in adverse situations. You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence. + descr: You can negotiate incredibly quickly in adverse situations. You attempt to + Make an Impression and then Request your opponent cease their current activity + and engage in negotiations. You take a –5 penalty to your Diplomacy check. The + GM sets the DC of the Request based on the circumstances—it’s generally at least + a very hard DC of the creature’s level. Some creatures might simply refuse, and + even those who agree to parley might ultimately find your arguments lacking and + return to violence. frequency: null has_been_manually_proofread: false level: 15 @@ -13641,7 +16199,15 @@ feat: - Skill trigger: null - action: null - descr: Your fame has spread throughout the lands. NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you. When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM. + descr: Your fame has spread throughout the lands. NPCs who succeed at a DC 10 Society + check to Recall Knowledge have heard of you and usually have an attitude toward + you one step better than normal, depending on your reputation and the NPC’s disposition. + For instance, if you’re well-known for cruel and demanding behavior, creatures + might be intimidated by you, rather than be friendly toward you. When you Earn + Income with Performance, you attract higher-level audiences than your location + would allow, as audiences flock to see you. For instance, rulers and angels might + travel to your small tower in the woods to hear you perform. Typically, this increases + the audiences available by 2 levels or more, determined by the GM. frequency: null has_been_manually_proofread: false level: 15 @@ -13659,7 +16225,9 @@ feat: - Skill trigger: null - action: null - descr: Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer, except you gain higher-level jobs when you Earn Income with Lore. + descr: Your fame has spread throughout the lands (for instance, if you have Warfare + Lore, you might be a legendary general or tactician). This works as Legendary + Performer, except you gain higher-level jobs when you Earn Income with Lore. frequency: null has_been_manually_proofread: false level: 15 @@ -13677,7 +16245,11 @@ feat: - Skill trigger: null - action: null - descr: You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to. See page 479 for more information about exploration tactics. + descr: You’re always sneaking unless you choose to be seen, even when there’s nowhere + to hide. You can Hide and Sneak even without cover or being concealed. When you + employ an exploration tactic other than Avoiding Notice, you also gain the benefits + of Avoiding Notice unless you choose not to. See page 479 for more information + about exploration tactics. frequency: null has_been_manually_proofread: false level: 15 @@ -13695,7 +16267,8 @@ feat: - Skill trigger: null - action: null - descr: You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so. + descr: You can survive indefinitely without food or water and can endure severe, + extreme, and incredible cold and heat without taking damage from doing so. frequency: null has_been_manually_proofread: false level: 15 @@ -13713,7 +16286,15 @@ feat: - Skill trigger: null - action: null - descr: Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. You take a –5 penalty to your Thievery check. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it. + descr: Your ability to Steal defies belief. You can attempt to Steal something that + is actively wielded or that would be extremely noticeable or time consuming to + remove (like worn shoes or armor). You must do so slowly and carefully, spending + at least 1 minute (and significantly longer for items that are normally time consuming + to remove, like armor). Throughout this duration you must have some means of staying + hidden, such as the cover of darkness or a bustling crowd. You take a –5 penalty + to your Thievery check. Even if you succeed, if the item is extremely prominent—like + a suit of full plate armor—onlookers will quickly notice it’s gone after you steal + it. frequency: null has_been_manually_proofread: false level: 15 @@ -13731,7 +16312,10 @@ feat: - Skill trigger: null - action: null - descr: When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round). + descr: When you critically succeed to Create a Diversion, you continue to remain + hidden after the end of your turn. This effect lasts for an amount of time that + depends on the diversion and situation, as determined by the GM (minimum 1 additional + round). frequency: null has_been_manually_proofread: false level: 1 @@ -13749,7 +16333,11 @@ feat: - Skill trigger: null - action: null - descr: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech. + descr: You can use Deception to weave traps to trip up anyone trying to deceive + you. If you can engage in conversation with someone trying to Lie to you, use + your Deception DC if it is higher than your Perception DC to determine whether + they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, + such as when someone attempts to Lie during a long speech. frequency: null has_been_manually_proofread: false name: Lie To Me @@ -13764,7 +16352,9 @@ feat: - Skill trigger: null - action: null - descr: You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. + descr: You can Craft magic items, though some have other requirements, as listed + in Chapter 11. When you select this feat, you gain formulas for four common magic + items of 2nd level or lower. frequency: null has_been_manually_proofread: false level: 2 @@ -13782,7 +16372,17 @@ feat: - Skill trigger: null - action: null - descr: Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost. + descr: Learning spells comes easily to you. If you’re an expert in a tradition’s + associated skill, you take 10 minutes per spell level to learn a spell of that + tradition, rather than 1 hour per spell level. If you fail to learn the spell, + you can try again after 1 week or after you gain a level, whichever comes first. + If you’re a master in the tradition’s associated skill, learning a spell takes + 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell + level. You can use downtime to learn and inscribe new spells. This works as if + you were using Earn Income with the tradition’s associated skill, but instead + of gaining money, you choose a spell available to you to learn and gain a discount + on learning it, learning it for free if your earned income equals or exceeds its + cost. frequency: null has_been_manually_proofread: false level: 2 @@ -13800,7 +16400,10 @@ feat: - Skill trigger: null - action: null - descr: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. + descr: You easily pick up new languages. You learn two new languages, chosen from + common languages, uncommon languages, and any others you have access to. You learn + an additional language if you are or become a master in Society and again if you + are or become legendary. frequency: null has_been_manually_proofread: false level: 1 @@ -13818,7 +16421,10 @@ feat: - Skill trigger: null - action: null - descr: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination. + descr: You can apply natural cures to heal your allies. You can use Nature instead + of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier + access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your + check to Treat Wounds using Nature, subject to the GM’s determination. frequency: null has_been_manually_proofread: false level: 1 @@ -13836,7 +16442,9 @@ feat: - Skill trigger: null - action: null - descr: You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone. + descr: You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. + If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, + you aren’t flat-footed while prone. frequency: null has_been_manually_proofread: false level: 2 @@ -13854,7 +16462,9 @@ feat: - Skill trigger: null - action: null - descr: You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits. + descr: You have a sense for spells that twist minds or reveal secrets. You gain + a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, + possession, prediction, or scrying traits. frequency: null has_been_manually_proofread: false level: 1 @@ -13872,7 +16482,12 @@ feat: - Skill trigger: null - action: null - descr: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. + descr: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, + without taking the –5 penalty. You can’t steal objects that would be extremely + noticeable or time consuming to remove (like worn shoes or armor or actively wielded + objects). If you’re a master in Thievery, you can attempt to Steal from a creature + in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate + actions instead of 1, and you take a –5 penalty. frequency: null has_been_manually_proofread: false level: 1 @@ -13890,7 +16505,10 @@ feat: - Skill trigger: null - action: null - descr: You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion. + descr: You can Subsist using Survival on different planes, even those without resources + or natural phenomena you normally need. For instance, you can forage for food + even if the plane lacks food that could normally sustain you. A success on your + check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion. frequency: null has_been_manually_proofread: false level: 7 @@ -13908,7 +16526,8 @@ feat: - Skill trigger: null - action: null - descr: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet. + descr: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase + the distance you can jump horizontally by 5 feet. frequency: null has_been_manually_proofread: false level: 2 @@ -13926,7 +16545,9 @@ feat: - Skill trigger: null - action: null - descr: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed. + descr: When Climbing, you move 5 more feet on a success and 10 more feet on a critical + success, to a maximum of your Speed. If you’re legendary in Athletics, you gain + a climb Speed equal to your Speed. frequency: null has_been_manually_proofread: false level: 7 @@ -13944,7 +16565,9 @@ feat: - Skill trigger: null - action: null - descr: You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation. + descr: You can bully others with just a few choice implications. You can Coerce + a creature after 1 round of conversation instead of 1 minute. You still can’t + Coerce a creature in the midst of combat, or without engaging in a conversation. frequency: null has_been_manually_proofread: false level: 1 @@ -13962,7 +16585,9 @@ feat: - Skill trigger: null - action: null - descr: You can set up a disguise in half the usual time (generally 5 minutes). If you’re a master, it takes one-tenth the usual time (usually 1 minute). If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity. + descr: You can set up a disguise in half the usual time (generally 5 minutes). If + you’re a master, it takes one-tenth the usual time (usually 1 minute). If you’re + legendary, you can create a full disguise and Impersonate as a 3-action activity. frequency: null has_been_manually_proofread: false level: 2 @@ -13980,7 +16605,10 @@ feat: - Skill trigger: null - action: null - descr: You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action. + descr: You can Identify Magic swiftly. You take only 1 minute when using Identify + Magic to determine the properties of an item, ongoing effect, or location, rather + than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re + legendary, it takes 1 action. frequency: null has_been_manually_proofread: false level: 1 @@ -13998,7 +16626,9 @@ feat: - Skill trigger: null - action: null - descr: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). + descr: You can use High Jump and Long Jump as a single action instead of 2 actions. + If you do, you don’t perform the initial Stride (nor do you fail if you don’t + Stride 10 feet). frequency: null has_been_manually_proofread: false level: 1 @@ -14016,7 +16646,8 @@ feat: - Skill trigger: null - action: null - descr: You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action. + descr: You Recognize Spells swiftly. Once per round, you can Recognize a Spell using + a skill in which you’re a master as a free action. frequency: null has_been_manually_proofread: false level: 7 @@ -14034,7 +16665,8 @@ feat: - Skill trigger: null - action: null - descr: You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action. + descr: You take 1 minute to Repair an item. If you’re a master in Crafting, it takes + 3 actions. If you’re legendary, it takes 1 action. frequency: null has_been_manually_proofread: false level: 1 @@ -14052,7 +16684,8 @@ feat: - Skill trigger: null - action: null - descr: You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed. + descr: You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary + in Acrobatics, you Squeeze at full Speed. frequency: null has_been_manually_proofread: false level: 1 @@ -14070,7 +16703,9 @@ feat: - Skill trigger: null - action: null - descr: You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed. + descr: You Swim 5 feet farther on a success and 10 feet farther on a critical success, + to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim + Speed equal to your Speed. frequency: null has_been_manually_proofread: false level: 7 @@ -14106,7 +16741,10 @@ feat: - Skill trigger: null - action: null - descr: You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls. + descr: You’re skilled at moving with a group. When you are Avoiding Notice and your + allies Follow the Expert, you and those allies can roll a single Stealth check, + using the lowest modifier, instead of rolling separately. This doesn’t apply for + initiative rolls. frequency: null has_been_manually_proofread: false level: 2 @@ -14124,7 +16762,9 @@ feat: - Skill trigger: null - action: null - descr: You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge. + descr: You easily pull yourself onto ledges. When you Grab an Edge, you can pull + yourself onto that surface and stand. You can use Athletics instead of a Reflex + save to Grab an Edge. frequency: null has_been_manually_proofread: false level: 2 @@ -14142,7 +16782,15 @@ feat: - Skill trigger: null - action: null - descr: You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know. If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you. + descr: You can read lips of others nearby who you can clearly see. When you’re at + your leisure, you can do this automatically. In encounter mode or when attempting + a more difficult feat of lipreading, you’re fascinated and flat-footed during + each round in which you focus on lip movements, and you must succeed at a Society + check (DC determined by the GM) to successfully read someone’s lips. In either + case, the language read must be one that you know. If you are deaf or hard of + hearing and have Read Lips, you recognize the lip movements for the spoken form + of your languages. You can also speak the spoken form of your languages clearly + enough for others to understand you. frequency: null has_been_manually_proofread: false level: 1 @@ -14160,7 +16808,18 @@ feat: - Skill trigger: null - action: Reaction - descr: 'If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.' + descr: 'If you are trained in the appropriate skill for the spell’s tradition and + it’s a common spell of 2nd level or lower, you automatically identify it (you + still roll to attempt to get a critical success, but can’t get a worse result + than success). The highest level of spell you automatically identify increases + to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The + GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds + to the tradition of the spell being cast. If you’re not trained in the skill, + you can’t get a result better than failure. Critical Success: You correctly recognize + the spell and gain a +1 circumstance bonus to your saving throw or your AC against + it. Success: You correctly recognize the spell. Failure: You fail to recognize + the spell. Critical Failure: You misidentify the spell as another spell entirely, + of the GM’s choice.' frequency: null has_been_manually_proofread: false level: 1 @@ -14177,9 +16836,15 @@ feat: - General - Secret - Skill - trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. + trigger: A creature within line of sight casts a spell that you don’t have prepared + or in your spell repertoire, or a trap or similar object casts such a spell. You + must be aware of the casting. - action: null - descr: When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on Command an Animal. + descr: When you Command an Animal you’re mounted on to take a move action (such + as Stride), you automatically succeed instead of needing to attempt a check. Any + animal you’re mounted on acts on your turn, like a minion. If you Mount an animal + in the middle of an encounter, it skips its next turn and then acts on your next + turn. Page 249 has more on Command an Animal. frequency: null has_been_manually_proofread: false level: 1 @@ -14196,7 +16861,11 @@ feat: - General trigger: null - action: null - descr: You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success. + descr: You learned folk medicine to help recover from diseases and poison, and using + it diligently has made you especially resilient. When you Treat a Disease or a + Poison, or someone else uses one of these actions on you, increase the circumstance + bonus granted on a success to +4, and if the result of the patient’s saving throw + is a success, the patient gets a critical success. frequency: null has_been_manually_proofread: false level: 2 @@ -14214,7 +16883,11 @@ feat: - Skill trigger: null - action: Single Action - descr: You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. + descr: You can frighten foes so much, they might die. Attempt an Intimidation check + against the Will DC of a living creature within 30 feet of you that you sense + or observe and who can sense or observe you. If the target can’t hear you or doesn’t + understand the language you are speaking, you take a –4 circumstance penalty. + The creature is temporarily immune for 1 minute. frequency: null has_been_manually_proofread: false level: 15 @@ -14236,7 +16909,12 @@ feat: - Skill trigger: null - action: null - descr: You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you. + descr: You can downplay the consequences or outrageousness of your requests using + sheer brazenness and charm. When you Request something, you reduce any DC increases + for making an outrageous request by 2, and if you roll a critical failure for + your Request, you get a failure instead. While this means you can never cause + your target to reduce their attitude toward you by making a Request, they eventually + tire of requests, even though they still have a positive attitude toward you. frequency: null has_been_manually_proofread: false level: 7 @@ -14254,7 +16932,9 @@ feat: - Skill trigger: null - action: Reaction - descr: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. + descr: You snap your shield in place to ward off a blow. Your shield prevents you + from taking an amount of damage up to the shield’s Hardness. You and the shield + each take any remaining damage, possibly breaking or destroying the shield. frequency: null has_been_manually_proofread: false level: 1 @@ -14269,9 +16949,16 @@ feat: page_stop: 266 traits: - General - trigger: While you have your shield raised, you would take damage from a physical attack. + trigger: While you have your shield raised, you would take damage from a physical + attack. - action: null - descr: You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. + descr: You learn the sign languages associated with the languages you know, allowing + you to sign and understand signs. Sign languages typically require both hands + to convey more complex concepts, and they are visual rather than auditory. Sign + language is difficult to understand during combat due to the level of attention + needed, unlike basic gestures like pointing at a foe to suggest a target. Sign + language is hard to use in areas of low visibility, just like speech is difficult + in a noisy environment. frequency: null has_been_manually_proofread: false level: 1 @@ -14307,7 +16994,10 @@ feat: - Skill trigger: null - action: null - descr: You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing. + descr: You elude and evade attempts to uncover your true nature or intentions. When + a spell or magical effect tries to read your mind, detect whether you are lying, + or reveal your alignment, you can attempt a Deception check against the spell + or effect’s DC. If you succeed, the effect reveals nothing. frequency: null has_been_manually_proofread: false level: 7 @@ -14325,7 +17015,9 @@ feat: - Skill trigger: null - action: null - descr: You can use the Craft activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book. + descr: You can use the Craft activity to create snares, using the rules from page + 244. When you select this feat, you add the formulas for four common snares to + your formula book. frequency: null has_been_manually_proofread: false level: 1 @@ -14343,7 +17035,14 @@ feat: - Skill trigger: null - action: null - descr: Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. TODO table here??? + descr: Your training focused on Crafting one particular kind of item. Select one + of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting + checks to Craft items of that type. If you are a master in Crafting, this bonus + increases to +2. If it’s unclear whether the specialty applies, the GM decides. + Some specialties might apply only partially. For example, if you were making a + morningstar and had specialty in woodworking, the GM might give you half your + bonus because the item requires both blacksmithing and woodworking. TODO table + here??? frequency: null has_been_manually_proofread: false level: 1 @@ -14361,7 +17060,11 @@ feat: - Skill trigger: null - action: null - descr: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge. + descr: You can keep your balance easily, even in adverse conditions. Whenever you + roll a success using the Balance action, you get a critical success instead. You’re + not flat-footed while attempting to Balance on narrow surfaces and uneven ground. + Thanks to your incredible balance, you can attempt an Acrobatics check instead + of a Reflex save to Grab an Edge. frequency: null has_been_manually_proofread: false level: 1 @@ -14379,7 +17082,14 @@ feat: - Skill trigger: null - action: null - descr: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. + descr: You know about life on the streets and feel the pulse of your local settlement. + You can use your Society modifier instead of your Diplomacy modifier to Gather + Information. In any settlement you frequent regularly, you can use the Recall + Knowledge action with Society to know the same sorts of information that you could + discover with Diplomacy to Gather Information. The DC is usually significantly + higher, but you know the information without spending time gathering it. If you + fail to recall the information, you can still subsequently attempt to Gather Information + normally. frequency: null has_been_manually_proofread: false level: 1 @@ -14397,7 +17107,12 @@ feat: - Skill trigger: null - action: null - descr: You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead. + descr: You’ve researched many faiths enough to recognize notions about them that + are unlikely to be true. If you roll a critical failure at a Religion check to + Decipher Writing of a religious nature or to Recall Knowledge about the tenets + of faiths, you get a failure instead. When attempting to Recall Knowledge about + the tenets of your own faith, if you roll a failure, you get a success instead, + and if you roll a success, you get a critical success instead. frequency: null has_been_manually_proofread: false level: 1 @@ -14415,7 +17130,10 @@ feat: - Skill trigger: null - action: null - descr: When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition. + descr: When you successfully Steal something, observers (creatures other than the + creature you stole from) take a –2 circumstance penalty to their Perception DCs + to detect your theft. Additionally, if you first Create a Diversion using Deception, + taking a single Palm an Object or Steal action doesn’t end your undetected condition. frequency: null has_been_manually_proofread: false level: 1 @@ -14433,7 +17151,13 @@ feat: - Skill trigger: null - action: null - descr: You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty. + descr: You can study details in the wilderness to determine the presence of nearby + creatures. You can spend 10 minutes assessing the area around you to find out + what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt + a Survival check against a DC determined by the GM based on how obvious the signs + are. On a success, you can attempt a Recall Knowledge check with a –2 penalty + to learn more about the creatures just from these signs. If you’re a master in + Survival, you don’t take the penalty. frequency: null has_been_manually_proofread: false level: 1 @@ -14451,7 +17175,9 @@ feat: - Skill trigger: null - action: null - descr: You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. + descr: You can move your full Speed when you Sneak. You can use Swift Sneak while + Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding + movement type. frequency: null has_been_manually_proofread: false level: 7 @@ -14469,7 +17195,10 @@ feat: - Skill trigger: null - action: null - descr: 'Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.' + descr: 'Your experience in navigating a certain type of terrain makes you supremely + confident while doing so. You gain a +1 circumstance bonus to Survival checks + in one of the following types of terrain, chosen when you select this feat: aquatic, + arctic, desert, forest, mountain, plains, sky, swamp, or underground.' frequency: null has_been_manually_proofread: false level: 1 @@ -14487,7 +17216,13 @@ feat: - Skill trigger: null - action: null - descr: 'Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.' + descr: 'Select one type of difficult terrain from the following list: rubble, snow, + or underbrush. While undetected by all non-allies in that type of terrain, you + can Sneak without attempting a Stealth check as long as you move no more than + 5 feet and do not move within 10 feet of an enemy at any point during your movement. + This also allows you to automatically approach creatures to within 15 feet while + Avoiding Notice during exploration as long as they aren’t actively Searching or + on guard.' frequency: null has_been_manually_proofread: false level: 1 @@ -14505,7 +17240,8 @@ feat: - Skill trigger: null - action: null - descr: When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round. + descr: When you critically succeed at the Demoralize action, if the target’s level + is lower than yours, the target is fleeing for 1 round. frequency: null has_been_manually_proofread: false level: 7 @@ -14523,7 +17259,8 @@ feat: - Skill trigger: null - action: null - descr: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. + descr: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes + larger than you, or up to three sizes larger than you if you’re legendary in Athletics. frequency: null has_been_manually_proofread: false level: 1 @@ -14541,7 +17278,9 @@ feat: - Skill trigger: null - action: null - descr: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 459). + descr: You can withstand more punishment than most before succumbing. Increase your + maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page + 459). frequency: null has_been_manually_proofread: false level: 1 @@ -14558,7 +17297,18 @@ feat: - General trigger: null - action: null - descr: 'You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action on page 249) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion. Success: The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. Failure: The animal doesn’t learn the trick.' + descr: 'You spend time teaching an animal to do a certain action. You can either + select a basic action the animal already knows how to do (typically those listed + in the Command an Animal action on page 249) or attempt to teach the animal a + new basic action. The GM determines the DC of any check required and the amount + of time the training takes (usually at least a week). It’s usually impossible + to teach an animal a trick that uses critical thinking. If you’re expert, master, + or legendary in Nature, you might be able to train more unusual creatures, at + the GM’s discretion. Success: The animal learns the action. If it was an action + the animal already knew, you can Command the Animal to take that action without + attempting a Nature check. If it was a new basic action, add that action to the + actions the animal can take when Commanded, but you must still roll. Failure: + The animal doesn’t learn the trick.' frequency: null has_been_manually_proofread: false level: 1 @@ -14578,7 +17328,11 @@ feat: - Skill trigger: null - action: Single Action - descr: You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. + descr: You examine a magic item you normally couldn’t use in an effort to fool it + and activate it temporarily. For example, this might allow a fighter to cast a + spell from a wand or allow a wizard to cast a spell that’s not on the arcane list + using a scroll. You must know what activating the item does, or you can’t attempt + to trick it. frequency: null has_been_manually_proofread: false level: 1 @@ -14597,7 +17351,9 @@ feat: - Skill trigger: null - action: null - descr: You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water. + descr: You’ve learned to fight underwater. You are not flat-footed while in water, + and you don’t take the usual penalties for using a bludgeoning or slashing melee + weapon in water. frequency: null has_been_manually_proofread: false level: 1 @@ -14615,7 +17371,13 @@ feat: - Skill trigger: null - action: null - descr: You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so. + descr: You’ve started to make a meaningful connection about the common underpinnings + of the four traditions of magic and magical essences, allowing you to understand + them all through an arcane lens. Whenever you use an action or a skill feat that + requires a Nature, Occultism, or Religion check, depending on the magic tradition, + you can use Arcana instead. If you would normally take a penalty or have a higher + DC for using Arcana on other magic (such as when using Identify Magic), you no + longer do so. frequency: null has_been_manually_proofread: false level: 15 @@ -14633,7 +17395,10 @@ feat: - Skill trigger: null - action: null - descr: You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual. + descr: You never get information about your areas of expertise wrong. When you Recall + Knowledge using any Lore subcategory in which you’re trained, if you roll a critical + failure, you get a failure instead. If you’re a master in a Lore subcategory, + on a critical success, you gain even more information or context than usual. frequency: null has_been_manually_proofread: false level: 2 @@ -14650,7 +17415,10 @@ feat: - General trigger: null - action: null - descr: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions. + descr: You’ve learned how to handle situations when you’re out of your depth. Your + proficiency bonus to untrained skill checks is equal to half your level instead + of +0. If you’re 7th level or higher, the bonus increases to your full level instead. + This doesn’t allow you to use the skill’s trained actions. frequency: null has_been_manually_proofread: false level: 3 @@ -14667,7 +17435,11 @@ feat: - General trigger: null - action: null - descr: You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides. + descr: You have exceptional talent with one type of performance. You gain a +1 circumstance + bonus when making a certain type of performance. If you are a master in Performance, + this bonus increases to +2. Select one of the following specialties and apply + the bonus when attempting Performance checks of that type. If it’s unclear whether + the specialty applies, the GM decides. frequency: null has_been_manually_proofread: false level: 1 @@ -14685,7 +17457,14 @@ feat: - Skill trigger: null - action: null - descr: You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. + descr: You can use your momentum from a jump to propel yourself off a wall. If you’re + adjacent to a wall at the end of a jump (whether performing a High Jump, Long + Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, + since your previous jump gives you momentum, you can use High Jump or Long Jump + as a single action, but you don’t get to Stride as part of the activity. You can + use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which + case you can use Wall Jump as many times as you can use consecutive jump actions + in that turn. frequency: null has_been_manually_proofread: false level: 7 @@ -14703,7 +17482,10 @@ feat: - Skill trigger: null - action: null - descr: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets. + descr: You’ve studied in large medical wards, treating several patients at once + and tending to all their needs. When you use Treat Disease or Treat Wounds, you + can treat up to two targets. If you’re a master in Medicine, you can treat up + to four targets, and if you’re legendary, you can treat up to eight targets. frequency: null has_been_manually_proofread: false level: 2 @@ -14721,7 +17503,10 @@ feat: - Skill trigger: null - action: null - descr: If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap. + descr: If you trigger a device or set off a trap while disarming it, you gain a + +2 circumstance bonus to your AC or saving throw against the device or trap. This + applies only to attacks or effects triggered by your failed attempt, not to any + later ones, such as additional attacks from a complex trap. frequency: null has_been_manually_proofread: false level: 2 @@ -14739,7 +17524,10 @@ feat: - Skill trigger: null - action: null - descr: You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. + descr: You become trained in all simple weapons. If you were already trained in + all simple weapons, you become trained in all martial weapons. If you were already + trained in all martial weapons, you become trained in one advanced weapon of your + choice. frequency: null has_been_manually_proofread: false level: 1 @@ -14757,7 +17545,11 @@ feat: - Skill trigger: null - action: null - descr: Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect. + descr: Your hunted prey cannot escape your relentless pursuit. Stride up to your + Speed in tandem with the triggering creature, remaining adjacent to the foe throughout + its movement until it stops moving or you run out of movement. You can ignore + difficult terrain during this movement unless the difficult terrain is caused + by a magical effect. frequency: null has_been_manually_proofread: false level: 2 @@ -14772,9 +17564,13 @@ feat: - Uncommon - Move - Ranger - trigger: An adjacent creature you are hunting attempts to move away from you using an action that has the move trait. + trigger: An adjacent creature you are hunting attempts to move away from you using + an action that has the move trait. - action: null - descr: 'Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use Survival in place of Perception to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren’t tracking or otherwise using' + descr: 'Select one type of terrain from the following list: aquatic, arctic, desert, + forest, mountain, plains, sky, swamp, or underground. You can use Survival in + place of Perception to roll initiative when in the selected terrain in a natural + location (not a structure) even if you weren’t tracking or otherwise using' frequency: null has_been_manually_proofread: false level: 2 diff --git a/data/yaml/langs.yaml b/data/yaml/langs.yaml index 6f83c85..4b13c33 100644 --- a/data/yaml/langs.yaml +++ b/data/yaml/langs.yaml @@ -1,252 +1,246 @@ -# NOTE: This assumes only a single source entry in gendb.py; if adding in more -# than once source, we'll need to modify the SQL scheme and gendb.py language: - # COMMON LANGUAGES - - name: Common - speakers: Humans, dwarves, elves, halflings, and other common ancestries - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Draconic - speakers: Dragons, reptilian humanoids - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Dwarven - speakers: Dwarves - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Elven - speakers: Elves, half-elves - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Gnomish - speakers: Gnomes - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Goblin - speakers: Goblins, hobgoblins, bugbears - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Halfling - speakers: Halflings - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Jotun - speakers: Giants, ogres, trolls, ettins, cyclopes - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Orcish - speakers: Orcs, half-orcs - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Sylvan - speakers: Fey, centaurs, plant creatures - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Undercommon - speakers: Drow, duergars, xulgaths - rarity: Common - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - # UNCOMMON LANGUAGES - - name: Abyssal - speakers: Demons - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Aklo - speakers: Deros, evil fey, otherworldly monsters - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Aquan - speakers: Aquatic creatures, water elemental creatures - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Auran - speakers: Air elemental creatures, flying creatures - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Celestial - speakers: Angels - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Gnoll - speakers: Gnolls - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Ignan - speakers: Fire elemental creatures - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Infernal - speakers: Devils - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Necril - speakers: Ghouls, intelligent undead - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Shadowtongue - speakers: Nidalese, Shadow Plane creatures - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Terran - speakers: Earth elemental creatures - rarity: Uncommon - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - - name: Alghollthu - speakers: Alghollthus and their thralls - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Amurrun - speakers: Catfolk - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Arboreal - speakers: Arboreals and other plant creatures - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Boggard - speakers: Boggards - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Caligni - speakers: Calignis - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Cyclops - speakers: Cyclops - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Daemonic - speakers: Daemons - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Iruxi - speakers: Lizardfolk - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Protean - speakers: Proteans - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Requian - speakers: Psychopomps - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Sphinx - speakers: Sphinxes - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - - name: Utopian - speakers: Axiomites and inevitables - rarity: Uncommon - source: - - abbr: BST1 - page_start: 348 - page_stop: 348 - # SECRET LANGUAGES - - name: Druidic - speakers: Druids - rarity: Secret - source: - - abbr: CRB - page_start: 65 - page_stop: 65 - +- name: Common + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Humans, dwarves, elves, halflings, and other common ancestries +- name: Draconic + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Dragons, reptilian humanoids +- name: Dwarven + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Dwarves +- name: Elven + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Elves, half-elves +- name: Gnomish + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Gnomes +- name: Goblin + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Goblins, hobgoblins, bugbears +- name: Halfling + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Halflings +- name: Jotun + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Giants, ogres, trolls, ettins, cyclopes +- name: Orcish + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Orcs, half-orcs +- name: Sylvan + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Fey, centaurs, plant creatures +- name: Undercommon + rarity: Common + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Drow, duergars, xulgaths +- name: Abyssal + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Demons +- name: Aklo + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Deros, evil fey, otherworldly monsters +- name: Aquan + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Aquatic creatures, water elemental creatures +- name: Auran + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Air elemental creatures, flying creatures +- name: Celestial + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Angels +- name: Gnoll + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Gnolls +- name: Ignan + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Fire elemental creatures +- name: Infernal + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Devils +- name: Necril + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Ghouls, intelligent undead +- name: Shadowtongue + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Nidalese, Shadow Plane creatures +- name: Terran + rarity: Uncommon + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Earth elemental creatures +- name: Alghollthu + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Alghollthus and their thralls +- name: Amurrun + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Catfolk +- name: Arboreal + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Arboreals and other plant creatures +- name: Boggard + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Boggards +- name: Caligni + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Calignis +- name: Cyclops + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Cyclops +- name: Daemonic + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Daemons +- name: Iruxi + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Lizardfolk +- name: Protean + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Proteans +- name: Requian + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Psychopomps +- name: Sphinx + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Sphinxes +- name: Utopian + rarity: Uncommon + source: + - abbr: BST1 + page_start: 348 + page_stop: 348 + speakers: Axiomites and inevitables +- name: Druidic + rarity: Secret + source: + - abbr: CRB + page_start: 65 + page_stop: 65 + speakers: Druids diff --git a/data/yaml/requirements.yaml b/data/yaml/requirements.yaml index c45e91c..6bcba3f 100644 --- a/data/yaml/requirements.yaml +++ b/data/yaml/requirements.yaml @@ -1,17 +1,17 @@ requirement: -- You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. -- "You haven't used this ability since you last Raged." +- You are holding an infused alchemical bomb you crafted, with a level at least 3 + lower than your advanced alchemy level. +- You haven't used this ability since you last Raged. - You are Medium or smaller. - You have a foe grabbed. - Your last action was a successful Strike. -- Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon. +- Your last action was a successful Strike, and either you have a hand free or your + Strike used a grapple weapon. - You are unarmored or wearing light armor. -- "You're under the effect of Come and Get Me." -- "You haven't acted yet on your turn." +- You're under the effect of Come and Get Me. +- You haven't acted yet on your turn. - You are wielding a shield. -# Fiendsbane Oath may be errated to a requirement. Marking it incase to find easier. - Fiendsbane Oath' -# Shining Oath may be errated to a requirement. Marking it incase to find easier. - Shining Oath - exalt and Vengeful Oath - Dragonslayer Oath @@ -21,13 +21,15 @@ requirement: - You are wielding a ranged weapon. - You have one hand free, and your target is within reach of that hand. - You are wielding a two-handed melee weapon. -- You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- You are wielding only a single one-handed melee weapon and have your other hand + or hands free. - You are wielding a melee weapon. - You are wielding a ranged weapon with reload 0. - You are wielding a one-handed melee weapon and have a free hand. - You are flanked by at least two enemies. - You are wielding two melee weapons, one in each hand. -- You are wielding a single one-handed melee weapon and have your other hand or hands free. +- You are wielding a single one-handed melee weapon and have your other hand or hands + free. - You are wielding a melee weapon that deals piercing damage. - A frightened creature is in your melee reach. - You are benefiting from Dueling Parry. @@ -40,7 +42,7 @@ requirement: - You are wielding a ranged weapon with the volley trait and reload 0. - You are unarmored. - You are unarmored and touching the ground. -- "You're aware of the attack, are not flat-footed against it, and have a hand free." +- You're aware of the attack, are not flat-footed against it, and have a hand free. - You are in Crrane Stance. - You are in Dragon Stance. - You are in Mountain Stance. @@ -53,14 +55,22 @@ requirement: - This is the first action of your turn. - You are not armored or fatigued. - You are benefiting from Twin Parry. -- You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn. +- You are wielding a loaded ranged weapon with reload 1 or more, and you have not + reloaded your weapon since your last turn. - You are not encumbered. - You are wielding a piercing or slashing weapon and have a free hand. - You have a free hand. -- Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target. -- You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw. +- Your last action was a melee Strike that dealt sneak attack damage to a flat-footed + target. +- You are currently affected by a mental effect that you gained by failing, but not + critically failing, a saving throw. - You are adjacent to a floor or vertical wall. -- When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. +- When you make your daily preparations, you must specify a trigger for this reaction + using the same restrictions as the triggers for the Ready action. You also choose + a single spell from the arcane, divine, occult, or primal list of 4th level or lower. + The spell can’t have a cost, nor can its casting time be more than 10 minutes. The + spell must be able to target a single creature, and you must be a valid target for + it. - You have Perfect Distraction ready to use. - You have an unexpended spell slot you could use to cast the triggered spell. - Your most recent action was to cast a non-cantrip spell. diff --git a/data/yaml/skills.yaml b/data/yaml/skills.yaml index 7d161bd..2ada608 100644 --- a/data/yaml/skills.yaml +++ b/data/yaml/skills.yaml @@ -1,87 +1,86 @@ -# TODO all the descriptions skill: - - name: Acrobatics - source: - - abbr: CRB - page_start: 240 - descr: TODO - - name: Arcana - source: - - abbr: CRB - page_start: 241 - descr: TODO - - name: Athletics - source: - - abbr: CRB - page_start: 241 - descr: TODO - - name: Crafting - source: - - abbr: CRB - page_start: 243 - descr: TODO - - name: Deception - source: - - abbr: CRB - page_start: 245 - descr: TODO - - name: Diplomacy - source: - - abbr: CRB - page_start: 246 - descr: TODO - - name: Intimidation - source: - - abbr: CRB - page_start: 247 - descr: TODO - - name: Lore - source: - - abbr: CRB - page_start: 247 - descr: TODO - - name: Medicine - source: - - abbr: CRB - page_start: 248 - descr: TODO - - name: Nature - source: - - abbr: CRB - page_start: 249 - descr: TODO - - name: Occultism - source: - - abbr: CRB - page_start: 249 - descr: TODO - - name: Performance - source: - - abbr: CRB - page_start: 250 - descr: TODO - - name: Religion - source: - - abbr: CRB - page_start: 250 - descr: TODO - - name: Society - source: - - abbr: CRB - page_start: 250 - descr: TODO - - name: Stealth - source: - - abbr: CRB - page_start: 251 - descr: TODO - - name: Survival - source: - - abbr: CRB - page_start: 252 - descr: TODO - - name: Thievery - source: - - abbr: CRB - page_start: 253 - descr: TODO +- descr: TODO + name: Acrobatics + source: + - abbr: CRB + page_start: 240 +- descr: TODO + name: Arcana + source: + - abbr: CRB + page_start: 241 +- descr: TODO + name: Athletics + source: + - abbr: CRB + page_start: 241 +- descr: TODO + name: Crafting + source: + - abbr: CRB + page_start: 243 +- descr: TODO + name: Deception + source: + - abbr: CRB + page_start: 245 +- descr: TODO + name: Diplomacy + source: + - abbr: CRB + page_start: 246 +- descr: TODO + name: Intimidation + source: + - abbr: CRB + page_start: 247 +- descr: TODO + name: Lore + source: + - abbr: CRB + page_start: 247 +- descr: TODO + name: Medicine + source: + - abbr: CRB + page_start: 248 +- descr: TODO + name: Nature + source: + - abbr: CRB + page_start: 249 +- descr: TODO + name: Occultism + source: + - abbr: CRB + page_start: 249 +- descr: TODO + name: Performance + source: + - abbr: CRB + page_start: 250 +- descr: TODO + name: Religion + source: + - abbr: CRB + page_start: 250 +- descr: TODO + name: Society + source: + - abbr: CRB + page_start: 250 +- descr: TODO + name: Stealth + source: + - abbr: CRB + page_start: 251 +- descr: TODO + name: Survival + source: + - abbr: CRB + page_start: 252 +- descr: TODO + name: Thievery + source: + - abbr: CRB + page_start: 253 diff --git a/data/yaml/sources.yaml b/data/yaml/sources.yaml index c4eeb6b..f7d63d8 100644 --- a/data/yaml/sources.yaml +++ b/data/yaml/sources.yaml @@ -1,80 +1,125 @@ -# TODO Normalize the ogl_copyright_block to make future lookups based on what's -# in the ogl copyright block easier - -# TODO Add publisher data to each of these and modify schema and gendb.py publisher: - - name: Paizo, Inc. - website: https://paizo.com +- name: Paizo, Inc. + website: https://paizo.com source: - - full_name: Pathfinder Core Rulebook (Second Edition) - isbn: 978-1-64078-168-9 - pzocode: PZO2101 - short_name: Core Rulebook - abbr: CRB - descr: Volume containing the rules core rules for players and Game Masters - release_date: 2019-08-01 - is_first_party: true - ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter." - publisher_name: Paizo, Inc. - - full_name: Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0 - isbn: null - pzocode: PZO2101+Errata+1.0 - short_name: "Core Rulebook Errata 1.0" - abbr: ERR-CRB-1.0 - descr: "Errata to the Core Rulebook" - release_date: 2019-10-30 - is_first_party: true - ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0 (c) 2019, Paizo, Inc.; Authors: Logan Bonner, Lyz Liddell, and Mark Seifter." - publisher_name: Paizo, Inc. - - full_name: Pathfinder Bestiary (Second Edition) - isbn: 978-1-64078-170-2 - pzocode: PZO2102 - short_name: Bestiary - abbr: BST1 - descr: Volume containing monster stat blocks and rules primarily for Game Masters - release_date: 2019-08-01 - is_first_party: true - ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall. Dark Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth. Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer." - publisher_name: Paizo, Inc. - - full_name: "Pathfinder Adventure: The Fall of Plaguestone" - isbn: 978-1-64078-174-0 - pzocode: PZO9555 - short_name: The Fall of Plaguestone - abbr: TFoP - # TODO Fix description - descr: TODO - release_date: 2019-08-01 - is_first_party: true - ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Adventure: The Fall of Plaguestone © 2019, Paizo Inc.; Author: Jason Bulmahn." - publisher_name: Paizo, Inc. - - full_name: "Age of Ashes Player's Guide" - isbn: null - pzocode: PZO9000-25E - short_name: "Age of Ashes Player's Guide" - abbr: AoAPG - # TODO Fix description - descr: "Player's Guide for the Age of Ashes Adventure Path" - release_date: 2019 - is_first_party: true - ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Age of Ashes Player''s Guide © 2019, Paizo Inc.; Authors: James Jacobs with Amanda Hamon." - publisher_name: Paizo, Inc. - - full_name: "Pathfinder Adventure Path #145: Hellknight Hill" - isbn: 978-1-64078-173-3 - pzocode: PZO90145 - short_name: "Hellknight Hill" - abbr: APHH - descr: "Book 1 in the Age of Ashes Adventure Path." - release_date: 2019 - is_first_party: true - ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Adventure Path #145: Hellknight Hill (c) 2019, Paizo, Inc.; Authors: Amanda Hamon, with Logan Bonner, James Jacobs, and Jason Tondro." - publisher_name: Paizo, Inc. - - full_name: "Pathfinder Lost Omens World Guide (Second Edition)" - isbn: 978-1-64078-172-6 - pzocode: PZO9301 - short_name: "Lost Omens World Guide" - abbr: LOWG - descr: "A gazeteer of Golarion detailing 10 diverse regions." - release_date: 2019-08-28 - is_first_party: true - ogl_copyright_block: "Open Game License v 1.0a © Wizards of the Coast, Inc.; System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Genie, Marid from the Tome of Horrors Complete © 2011 Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Pathfinder Lost Omens World Guide (Second Edition) © 2019, Paizo, Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, James L Sutter." - publisher_name: Paizo, Inc. +- abbr: CRB + descr: Volume containing the rules core rules for players and Game Masters + full_name: Pathfinder Core Rulebook (Second Edition) + is_first_party: true + isbn: 978-1-64078-168-9 + ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; + System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan + Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave + Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers: + Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.' + publisher_name: Paizo, Inc. + pzocode: PZO2101 + release_date: 2019-08-01 + short_name: Core Rulebook +- abbr: ERR-CRB-1.0 + descr: Errata to the Core Rulebook + full_name: Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0 + is_first_party: true + isbn: null + ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; + System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan + Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave + Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers: + Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Pathfinder + Core Rulebook (Second Edition), First Printing, Update 1.0 (c) 2019, Paizo, Inc.; + Authors: Logan Bonner, Lyz Liddell, and Mark Seifter.' + publisher_name: Paizo, Inc. + pzocode: PZO2101+Errata+1.0 + release_date: 2019-10-30 + short_name: Core Rulebook Errata 1.0 +- abbr: BST1 + descr: Volume containing monster stat blocks and rules primarily for Game Masters + full_name: Pathfinder Bestiary (Second Edition) + is_first_party: true + isbn: 978-1-64078-170-2 + ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; + System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan + Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave + Arneson. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer + Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, + based on original material by Ian McDowall. Dark Creeper from the Tome of Horrors + Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God + Games; Author: Scott Greene, based on original material by Rik Shepard. Dark Stalker + from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and + distributed by Frog God Games; Author: Scott Greene, based on original material + by Simon Muth. Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer + Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, + based on original material by Brian Jaeger and Gary Gygax. Genie, Marid from the + Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed + by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. + Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published + and distributed by Frog God Games; Author: Scott Greene, based on original material + by Ian Livingstone and Mark Barnes. Pathfinder Bestiary (Second Edition) © 2019, + Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, + Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James + Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, + Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, + Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.' + publisher_name: Paizo, Inc. + pzocode: PZO2102 + release_date: 2019-08-01 + short_name: Bestiary +- abbr: TFoP + descr: TODO + full_name: 'Pathfinder Adventure: The Fall of Plaguestone' + is_first_party: true + isbn: 978-1-64078-174-0 + ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; + System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan + Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave + Arneson. Pathfinder Adventure: The Fall of Plaguestone © 2019, Paizo Inc.; Author: + Jason Bulmahn.' + publisher_name: Paizo, Inc. + pzocode: PZO9555 + release_date: 2019-08-01 + short_name: The Fall of Plaguestone +- abbr: AoAPG + descr: Player's Guide for the Age of Ashes Adventure Path + full_name: Age of Ashes Player's Guide + is_first_party: true + isbn: null + ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; + System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan + Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave + Arneson. Age of Ashes Player''''s Guide © 2019, Paizo Inc.; Authors: James Jacobs + with Amanda Hamon.' + publisher_name: Paizo, Inc. + pzocode: PZO9000-25E + release_date: 2019 + short_name: Age of Ashes Player's Guide +- abbr: APHH + descr: Book 1 in the Age of Ashes Adventure Path. + full_name: 'Pathfinder Adventure Path #145: Hellknight Hill' + is_first_party: true + isbn: 978-1-64078-173-3 + ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; + System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan + Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave + Arneson. Pathfinder Adventure Path #145: Hellknight Hill (c) 2019, Paizo, Inc.; + Authors: Amanda Hamon, with Logan Bonner, James Jacobs, and Jason Tondro.' + publisher_name: Paizo, Inc. + pzocode: PZO90145 + release_date: 2019 + short_name: Hellknight Hill +- abbr: LOWG + descr: A gazeteer of Golarion detailing 10 diverse regions. + full_name: Pathfinder Lost Omens World Guide (Second Edition) + is_first_party: true + isbn: 978-1-64078-172-6 + ogl_copyright_block: 'Open Game License v 1.0a © Wizards of the Coast, Inc.; System + Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, + Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. + Genie, Marid from the Tome of Horrors Complete © 2011 Necromancer Games, Inc., + published and distributed by Frog God Games; Author: Scott Greene, based on original + material by Gary Gygax. Pathfinder Lost Omens World Guide (Second Edition) © 2019, + Paizo, Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane + Merciel, Erik Mona, Mark Seifter, James L Sutter.' + publisher_name: Paizo, Inc. + pzocode: PZO9301 + release_date: 2019-08-28 + short_name: Lost Omens World Guide diff --git a/data/yaml/spells.yaml b/data/yaml/spells.yaml index d39b5b8..2a7dd38 100644 --- a/data/yaml/spells.yaml +++ b/data/yaml/spells.yaml @@ -1,82 +1,14 @@ -spelltype: - - Spell - - Cantrip - - Focus - - Ritual -spellcomponent: - - Material - - Verbal - - Somatic - - Focus - - Somatic or Verbal - - 3 gp silver bell focus -spelltradition: - - Arcane - - Divine - - Occult - - Primal -# NOTE: spellschool assumes a single sourceentry; gendb.py will have to be -# updated if we want to link more than one source -spellschool: - - name: Abjuration - descr: Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers. - source: - - abbr: CRB - page_start: 297 - page_stop: 297 - - name: Conjuration - descr: Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.\n\nConjuration spells often have the teleportation trait, and the creatures summoned by conjuration spells have the summoned trait. - source: - - abbr: CRB - page_start: 297 - page_stop: 297 - - name: Divination - descr: Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.\n\nDivinations often have the detection trait if they find something, the prediction trait if they grant you insight about what might happen in the future, the revelation trait if they show things as they truly are, or the scrying trait if they let you perceive another location. - source: - - abbr: CRB - page_start: 297 - page_stop: 297 - - name: Enchantment - descr: Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the mental trait, and many have the emotion trait or the fear trait. - source: - - abbr: CRB - page_start: 297 - page_stop: 297 - - name: Evocation - descr: Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as acid, cold, fire, force, or sonic. - source: - - abbr: CRB - page_start: 298 - page_stop: 298 - - name: Illusion - descr: Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the mental trait, and depending on how the illusion is perceived, they might also have the auditory or visual trait. - source: - - abbr: CRB - page_start: 298 - page_stop: 298 - - name: Necromancy - descr: Necromancy spells harness the power of life and death. They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the curse, death, healing, negative, or positive traits. - source: - - abbr: CRB - page_start: 298 - page_stop: 298 - - name: Transmutation - descr: Transmutation spells make alterations to or transform the physical form of a creature or object. The morph and polymorph traits appear primarily in transmutation spells. - source: - - abbr: CRB - page_start: 298 - page_stop: 298 spell: - action_abbr: R area: 60-foot emanation - # TODO Using the unicode symbols is not working correctly; so we need some - # sort of hint to the user so they can replace with symbols as they please. - # I'm thinking |1| |2| |3| |F| |R| |V| |1m| |10m| |1h| etc for now. - cast: "|R| somatic or verbal" + 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.' + 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 @@ -96,13 +28,21 @@ spell: - Enchantment - Fortune - Mental - trigger: You or an ally within 60 feet rolls a saving throw against an auditory or visual effect. + trigger: You or an ally within 60 feet rolls a saving throw against an auditory + or visual effect. type: Focus - action_abbr: '1' cast: '|1| verbal' components: - Verbal - descr: Your encouragement inspires your ally to succeed at a task. This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.\n\nThe GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise). + descr: Your encouragement inspires your ally to succeed at a task. This counts as + having taken sufficient preparatory actions to Aid your ally on a skill check + of your choice, regardless of the circumstances. When you later use the Aid reaction, + you can roll Performance instead of the normal skill check, and if you roll a + failure, you get a success instead. If you are legendary in Performance, you automatically + critically succeed.\n\nThe GM might rule that you can't use this ability if the + act of encouraging your ally would interfere with the skill check (such as a check + to Sneak quietly or maintain a disguise). duration: 1 round has_been_manually_proofread: true level: 1 @@ -130,7 +70,9 @@ spell: cast: '|1| verbal' components: - Verbal - descr: You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. + descr: You inspire your allies with words or tunes of encouragement. You and all + allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves + against fear effects. duration: 1 round has_been_manually_proofread: true level: 1 @@ -156,7 +98,14 @@ spell: cast: '|F| verbal' components: - Verbal - descr: "You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. \n\n**Critical Success** The composition lasts 4 rounds.\n\n**Success** The composition lasts 3 rounds.\n\n**Failure** The composition lasts 1 round, but you don't spend the Focus Point for casting this spell." + descr: "You add a flourish to your composition to extend its benefits. If your next\ + \ action is to cast a cantrip composition with a duration of 1 round, attempt\ + \ a Performance check. The DC is usually a standard-difficulty DC of a level equal\ + \ to the highest-level target of your composition, but the GM can assign a different\ + \ DC based on the circumstances. The effect depends on the result of your check.\ + \ \n\n**Critical Success** The composition lasts 4 rounds.\n\n**Success** The\ + \ composition lasts 3 rounds.\n\n**Failure** The composition lasts 1 round, but\ + \ you don't spend the Focus Point for casting this spell." duration: null has_been_manually_proofread: true level: 1 @@ -179,7 +128,9 @@ spell: cast: '|F| somatic' components: - Somatic - descr: You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the better result. + descr: You call upon your muse's deep mysteries, granting the target a greater ability + to think and recall information. Roll the triggering Recall Knowledge skill check + twice and use the better result. duration: null has_been_manually_proofread: true level: 1 @@ -204,7 +155,9 @@ spell: cast: '|1| verbal' components: - Verbal - descr: You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage. + descr: You inspire your allies to protect themselves more effectively. You and all + allies in the area gain a +1 status bonus to AC and saving throws, as well as + resistance equal to half the spell's level to physical damage. duration: 1 round has_been_manually_proofread: true level: 2 @@ -231,7 +184,8 @@ spell: cast: somatic components: - Somatic - descr: You dance at a lively tempo, speeding your allies' movement. You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round. + descr: You dance at a lively tempo, speeding your allies' movement. You and all + allies in the area gain a +10-foot status bonus to all Speeds for 1 round. duration: 1 round has_been_manually_proofread: false level: 2 @@ -257,7 +211,8 @@ spell: cast: verbal components: - Verbal - descr: Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. + descr: Foes within the area are frightened 1. They can't reduce their frightened + value below 1 while they remain in the area. duration: 1 round has_been_manually_proofread: false level: 3 @@ -284,7 +239,17 @@ spell: cast: verbal components: - Verbal - descr: "You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. \n\n**Critical Success** The status bonus from your inspire courage or inspire defense increases to +3. \n\n**Success** The status bonus from inspire courage or inspire defense increases to +2. \n\n**Failure** Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell." + descr: "You call upon your muse to greatly increase the benefits you provide to\ + \ your allies with your inspire courage or inspire defense composition. If your\ + \ next action is to cast inspire courage or inspire defense, attempt a Performance\ + \ check. The DC is usually a very hard DC of a level equal to that of the highest-level\ + \ target of your composition, but the GM can assign a different DC based on the\ + \ circumstances. The effect of your inspire courage or inspire defense composition\ + \ depends on the result of your check. \n\n**Critical Success** The status bonus\ + \ from your inspire courage or inspire defense increases to +3. \n\n**Success**\ + \ The status bonus from inspire courage or inspire defense increases to +2. \ + \ \n\n**Failure** Your inspire courage or inspire defense provides only its normal\ + \ bonus of +1, but you don't spend the Focus Point for casting this spell." duration: null has_been_manually_proofread: false level: 4 @@ -306,7 +271,14 @@ spell: cast: somatic components: - Somatic - descr: You mime creating an invisible 10-foot-by-10-foot stretch of wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that disbelieves the illusion is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level. + descr: You mime creating an invisible 10-foot-by-10-foot stretch of wall adjacent + to you and within your reach. The wall is solid to those creatures that don't + disbelieve it, even incorporeal creatures. You and your allies can voluntarily + believe the wall exists to continue to treat it as solid, for instance to climb + onto it. A creature that disbelieves the illusion is temporarily immune to your + house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't + see your visual performance, nor does it block objects. The wall has AC 10, Hardness + equal to double the spell's level, and HP equal to quadruple the spell's level. duration: 1 round has_been_manually_proofread: false level: 5 @@ -331,7 +303,8 @@ spell: 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. + 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: false level: 7 @@ -359,7 +332,11 @@ spell: components: - Somatic - Verbal - descr: "You draw upon your muse to soothe your allies. Choose one of the following three effects: The spell attempts to counteract fear effects on the targets. The spell attempts to counteract effects imposing paralysis on the targets. The spell restores 7d8 Hit Points to the targets. \n\n**Heightened (+1)** When used to heal, soothing ballad restores 1d8 more Hit Points." + descr: "You draw upon your muse to soothe your allies. Choose one of the following\ + \ three effects: The spell attempts to counteract fear effects on the targets.\ + \ The spell attempts to counteract effects imposing paralysis on the targets.\ + \ The spell restores 7d8 Hit Points to the targets. \n\n**Heightened (+1)** \ + \ When used to heal, soothing ballad restores 1d8 more Hit Points." duration: null has_been_manually_proofread: false level: 7 @@ -386,7 +363,13 @@ spell: cast: verbal components: - Verbal - descr: "You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. \n\n**16th or Lower** The target dies instantly. \n\n**17th** If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1. \n\n**18th or Higher** The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly." + descr: "You perform music so perfect that the target may die of joy or sorrow. Once\ + \ targeted, the creature becomes temporarily immune for 1 minute. The effect of\ + \ the spell depends on the target's level and current Hit Points. \n\n**16th\ + \ or Lower** The target dies instantly. \n\n**17th** If the target has 50\ + \ Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points\ + \ and becomes dying 1. \n\n**18th or Higher** The target takes 50 damage. If\ + \ this brings it to 0 Hit Points, it dies instantly." duration: null has_been_manually_proofread: false level: 10 @@ -413,7 +396,14 @@ spell: cast: somatic components: - Somatic - descr: "Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round. \n\n**Heightened (+1)** The amount of healing increases by 6, and the damage to an undead target increases by 1d6." + descr: "Your hands become infused with positive energy, healing a living creature\ + \ or damaging an undead creature with a touch. If you use lay on hands on a willing\ + \ living target, you restore 6 Hit Points; if the target is one of your allies,\ + \ they also gain a +2 status bonus to AC for 1 round. Against an undead target,\ + \ you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails,\ + \ it also takes a -2 status penalty to AC for 1 round. \n\n**Heightened (+1)**\ + \ The amount of healing increases by 6, and the damage to an undead target increases\ + \ by 1d6." duration: null has_been_manually_proofread: false level: 1 @@ -438,7 +428,18 @@ spell: cast: verbal components: - Verbal - descr: "Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute. \n\n**Critical Success** The target is unaffected. \n\n**Success** The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage. \n\n**Failure** Each time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage. \n\n**Critical Failure** The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage. \n\n**Heightened (+1)** The damage increases by 1d6." + descr: "Your litany rails against the sin of wrath, punishing the target for attacking\ + \ good creatures. The target must attempt a Will save. A particularly wrathful\ + \ creature, such as a wrath demon, uses the outcome one degree of success worse\ + \ than the result of its saving throw. The target then becomes temporarily immune\ + \ to all of your litanies for 1 minute. \n\n**Critical Success** The target\ + \ is unaffected. \n\n**Success** The first time the target uses an action that\ + \ deals damage to at least one good creature, the target takes 3d6 good damage.\ + \ \n\n**Failure** Each time the target uses an action that deals damage to at\ + \ least one good creature, the target takes 3d6 good damage. \n\n**Critical Failure**\ + \ The target is enfeebled 2. Each time it uses an action that deals damage to\ + \ at least one good creature, the target takes 3d6 good damage. \n\n**Heightened\ + \ (+1)** The damage increases by 1d6." duration: 1 round has_been_manually_proofread: false level: 3 @@ -464,7 +465,14 @@ spell: cast: verbal components: - Verbal - descr: "Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute. \n\n **Critical Success** The target is unaffected. \n\n **Success** The target can't use reactions. \n\n **Failure** The target can't use reactions and is slowed 1. \n\n **Critical Failure** The target can't use reactions and is slowed 2." + descr: "Your litany rails against the sin of sloth, interfering with the target's\ + \ ability to react. The target must attempt a Will save. A particularly slothful\ + \ creature, such as a sloth demon, uses the outcome one degree of success worse\ + \ than the result of its saving throw. The target becomes temporarily immune to\ + \ all of your litanies for 1 minute. \n\n **Critical Success** The target is\ + \ unaffected. \n\n **Success** The target can't use reactions. \n\n **Failure**\ + \ The target can't use reactions and is slowed 1. \n\n **Critical Failure** The\ + \ target can't use reactions and is slowed 2." duration: 1 round has_been_manually_proofread: false level: 5 @@ -490,7 +498,12 @@ spell: 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. + 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 @@ -507,13 +520,17 @@ spell: - 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. + trigger: An ally is hit by a Strike, or an ally fails a saving throw against an + effect that doesn't affect you. type: Focus - action_abbr: '1' cast: verbal components: - Verbal - descr: "Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. The target then becomes temporarily immune to all of your litanies for 1 minute. \n\n**Heightened (+1)** The weakness increases by 1." + descr: "Your litany denounces an evildoer, rendering it susceptible to the powers\ + \ of good. The target gains weakness 7 to good. The target then becomes temporarily\ + \ immune to all of your litanies for 1 minute. \n\n**Heightened (+1)** The weakness\ + \ increases by 1." duration: 1 round has_been_manually_proofread: false level: 7 @@ -538,7 +555,13 @@ spell: cast: verbal components: - Verbal - descr: You shout in defiance, filling you with a sudden burst of healing. Just before applying the attack's damage, you recover 10d4+20 Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don't become unconscious or dying. Either way, cheating death is difficult, and you can't use hero's defiance again until you Refocus or the next time you prepare. Hero's defiance cannot be used against effects with the death trait or that would leave no remains, such as disintegrate. + descr: You shout in defiance, filling you with a sudden burst of healing. Just before + applying the attack's damage, you recover 10d4+20 Hit Points. If this is enough + to prevent the attack from bringing you to 0 Hit Points, you don't become unconscious + or dying. Either way, cheating death is difficult, and you can't use hero's defiance + again until you Refocus or the next time you prepare. Hero's defiance cannot be + used against effects with the death trait or that would leave no remains, such + as disintegrate. duration: null has_been_manually_proofread: false level: 10 @@ -562,7 +585,10 @@ spell: 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. + 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 @@ -586,7 +612,16 @@ spell: 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." + 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 @@ -610,7 +645,10 @@ spell: 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. + 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 @@ -633,7 +671,11 @@ spell: 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. + 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 @@ -658,7 +700,16 @@ spell: 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." + 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 @@ -684,7 +735,22 @@ spell: 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." + 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 @@ -711,7 +777,16 @@ spell: 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. + 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 @@ -738,7 +813,10 @@ spell: 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." + 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 @@ -764,7 +842,14 @@ spell: 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." + 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 @@ -789,7 +874,11 @@ spell: cast: verbal components: - Verbal - descr: Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your Wisdom modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier. + descr: Seeing another pass from this world to the next invigorates you. You gain + temporary Hit Points equal to the triggering creature's level plus your Wisdom + modifier. If the triggering creature was undead, double the number of temporary + Hit Points you gain . These last for the duration of the spell, and the spell + ends if all the temporary Hit Points are depleted earlier. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -805,13 +894,18 @@ spell: - Uncommon - Cleric - Necromancy - trigger: A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. + trigger: A living creature within 20 feet of you dies, or an undead creature within + 20 feet of you is destroyed. type: Focus - action_abbr: '1' cast: somatic components: - Somatic - descr: "While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore difficult terrain caused by the crowd. \n\n**Heightened (3rd)** The spell gains a range of 10 feet and can target up to 10 creatures." + descr: "While in a crowd of roughly similar creatures, your appearance becomes bland\ + \ and nondescript. You gain a +2 status bonus to Deception and Stealth checks\ + \ to go unnoticed among the crowd, and you ignore difficult terrain caused by\ + \ the crowd. \n\n**Heightened (3rd)** The spell gains a range of 10 feet and\ + \ can target up to 10 creatures." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -835,7 +929,11 @@ spell: components: - Somatic - Verbal - descr: "A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage. \n\n**Critical Success** The ray deals double damage and 1d4 persistent fire damage. \n\n**Success** The ray deals full damage. \n\n**Heightened (+1)** The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4." + descr: "A blazing band of fire arcs through the air. Make a spell attack roll. The\ + \ ray deals 2d6 fire damage. \n\n**Critical Success** The ray deals double damage\ + \ and 1d4 persistent fire damage. \n\n**Success** The ray deals full damage.\ + \ \n\n**Heightened (+1)** The ray's initial damage increases by 2d6, and the\ + \ persistent fire damage on a critical success increases by 1d4." duration: null has_been_manually_proofread: false level: 1 @@ -861,7 +959,15 @@ spell: components: - Material - Somatic - descr: "You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with auditory or linguistic effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. \n\n**Critical Success** The target is unaffected. \n\n**Success** The duration is 1 round. \n\n**Failure** The duration is 1 minute. \n\n**Critical Failure** The duration is 10 minutes." + descr: "You quiet the target's voice, preventing it from giving away valuable secrets.\ + \ This doesn't prevent the target from talking or providing verbal spell components,\ + \ but no creature more than 10 feet away can hear its whispers without succeeding\ + \ at a Perception check against your spell DC, which might interfere with auditory\ + \ or linguistic effects as well as communication. The spell's duration depends\ + \ on the target's Fortitude save. After attempting its save, the target becomes\ + \ temporarily immune for 24 hours. \n\n**Critical Success** The target is unaffected.\ + \ \n\n**Success** The duration is 1 round. \n\n**Failure** The duration is\ + \ 1 minute. \n\n**Critical Failure** The duration is 10 minutes." duration: varies has_been_manually_proofread: false level: 1 @@ -885,7 +991,12 @@ spell: cast: verbal components: - Verbal - descr: "Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 1 additional Hit Point. The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once. \n\n**Heightened (+1)** The additional healing increases by 2 HP." + descr: "Your words bless a creature with an enhanced connection to positive energy.\ + \ When the target regains Hit Points from a healing spell, it regains 1 additional\ + \ Hit Point. The target regains additional Hit Points from healer's blessing only\ + \ the first time it regains HP from a given healing spell, so a spell that heals\ + \ the creature repeatedly over a duration would restore additional Hit Points\ + \ only once. \n\n**Heightened (+1)** The additional healing increases by 2 HP." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -908,7 +1019,11 @@ spell: cast: somatic components: - Somatic - descr: "You evoke a magical stone and throw it, with your god's presence guiding your aim. Make a spell attack roll against the target. The stone deals bludgeoning damage equal to 1d6 plus your Strength modifier. \n\n**Critical Success** The stone deals double damage. \n\n**Success** The stone deals full damage. \n\n**Heightened (+1)** The stone's damage increases by 1d6." + descr: "You evoke a magical stone and throw it, with your god's presence guiding\ + \ your aim. Make a spell attack roll against the target. The stone deals bludgeoning\ + \ damage equal to 1d6 plus your Strength modifier. \n\n**Critical Success** \ + \ The stone deals double damage. \n\n**Success** The stone deals full damage.\ + \ \n\n**Heightened (+1)** The stone's damage increases by 1d6." duration: null has_been_manually_proofread: false level: 1 @@ -932,7 +1047,11 @@ spell: cast: somatic components: - Somatic - descr: A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you Cast a Spell from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast. + descr: A creature becomes a receptacle for pure magical energy sent by your deity. + The target gains a +1 status bonus to saving throws. Each time you Cast a Spell + from your spell slots, you automatically Sustain this Spell and grant its target + resistance to damage from spells until the start of your next turn. This resistance + is equal to the level of the spell you cast. duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -956,7 +1075,12 @@ spell: components: - Somatic - Verbal - descr: "You shine a ray of moonlight. Make a spell attack roll. The beam of light deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like. \n\n**Critical Success** The beam deals double damage, and the target is dazzled for 1 minute. \n\n**Success** The beam deals full damage, and the target is dazzled for 1 round. \n\n**Heightened (+1)** The ray's damage increases by 1d6." + descr: "You shine a ray of moonlight. Make a spell attack roll. The beam of light\ + \ deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses,\ + \ resistances, and the like. \n\n**Critical Success** The beam deals double\ + \ damage, and the target is dazzled for 1 minute. \n\n**Success** The beam deals\ + \ full damage, and the target is dazzled for 1 round. \n\n**Heightened (+1)**\ + \ The ray's damage increases by 1d6." duration: null has_been_manually_proofread: false level: 1 @@ -983,7 +1107,13 @@ spell: components: - Somatic - Verbal - descr: "Huge amounts of food and drink fill the target. It receives a full meal's worth of nourishment and must attempt a Fortitude save. A target sickened by this spell takes a -10-foot status penalty to its Speed until it's no longer sickened. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is sickened 1, but if it spends an action to end the condition, it succeeds automatically. \n\n**Failure** The target is sickened 1. \n\n**Critical Failure** The target is sickened 2." + descr: "Huge amounts of food and drink fill the target. It receives a full meal's\ + \ worth of nourishment and must attempt a Fortitude save. A target sickened by\ + \ this spell takes a -10-foot status penalty to its Speed until it's no longer\ + \ sickened. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target is sickened 1, but if it spends an action to end the condition,\ + \ it succeeds automatically. \n\n**Failure** The target is sickened 1. \n\n\ + **Critical Failure** The target is sickened 2." duration: null has_been_manually_proofread: false level: 1 @@ -1007,7 +1137,12 @@ spell: cast: verbal components: - Verbal - descr: You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one mental effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once. + descr: You meditate upon perfection to remove all distractions from your mind. Attempt + a new Will save against one mental effect currently affecting you that required + a Will save. Use the result of this new save to determine the outcome of the mental + effect, unless the new save would have a worse result than the original save, + in which case nothing happens. You can use perfected mind against a given effect + only once. duration: null has_been_manually_proofread: false level: 1 @@ -1029,7 +1164,13 @@ spell: cast: somatic components: - Somatic - descr: "You protect your ally by suffering in their stead. Reduce the damage the triggering ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply. You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. \n\n**Heightened (+1)** The damage you redirect increases by 3." + descr: "You protect your ally by suffering in their stead. Reduce the damage the\ + \ triggering ally would take by 3. You redirect this damage to yourself, but your\ + \ immunities, weaknesses, resistances and so on do not apply. You aren't subject\ + \ to any conditions or other effects of whatever damaged your ally (such as poison\ + \ from a venomous bite). Your ally is still subject to those effects even if you\ + \ redirect all of the triggering damage to yourself. \n\n**Heightened (+1)**\ + \ The damage you redirect increases by 3." duration: null has_been_manually_proofread: false level: 1 @@ -1053,7 +1194,11 @@ spell: components: - Somatic - Verbal - descr: "Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is pushed 5 feet away from you. \n\n**Failure** The target is pushed 10 feet away from you. \n\n**Critical Failure** The target is pushed 10 feet away from you and knocked prone." + descr: "Giving the air a push, you buffet the target with a powerful gust of wind;\ + \ it must attempt a Fortitude save. \n\n**Critical Success** The target is unaffected.\ + \ \n\n**Success** The target is pushed 5 feet away from you. \n\n**Failure**\ + \ The target is pushed 10 feet away from you. \n\n**Critical Failure** The\ + \ target is pushed 10 feet away from you and knocked prone." duration: null has_been_manually_proofread: false level: 1 @@ -1080,7 +1225,15 @@ spell: - Material - Somatic - Verbal - descr: You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. You learn a single enigmatic word connected to the creature's fate in that time frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to be taken at face value, so the meaning is often clear only in hindsight. The GM rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on a failed flat check, the spell yields the word "inconclusive." Either way, the creature is then temporarily immune for 24 hours. + descr: You attempt to learn more about the target's fate in the short term, usually + within the next day for most prosaic creatures, or the next hour or less for someone + likely to have multiple rapid experiences, such as someone actively adventuring. + You learn a single enigmatic word connected to the creature's fate in that time + frame. Fate is notoriously inscrutable, and the word isn't necessarily meant to + be taken at face value, so the meaning is often clear only in hindsight. The GM + rolls a secret DC 6 flat check. If the creature's fate is too uncertain, or on + a failed flat check, the spell yields the word "inconclusive." Either way, the + creature is then temporarily immune for 24 hours. duration: null has_been_manually_proofread: false level: 1 @@ -1104,7 +1257,15 @@ spell: cast: somatic components: - Somatic - descr: "You inflict pain upon the target and revel in their anguish. This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save. As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes half damage and no persistent damage. \n\n**Failure** The target takes full initial and persistent damage. \n\n**Critical Failure** The target takes double initial and persistent damage. \n\n**Heightened (+1)** The initial damage increases by 1d4 and the persistent damage increases by 1d4." + descr: "You inflict pain upon the target and revel in their anguish. This deals\ + \ 1d4 mental damage and 1d4 persistent mental damage; the target must attempt\ + \ a Will save. As long as the target is taking persistent damage from this spell,\ + \ you gain a +1 status bonus to attack rolls and skill checks against the target.\ + \ \n\n**Critical Success** The target is unaffected. \n\n**Success** The target\ + \ takes half damage and no persistent damage. \n\n**Failure** The target takes\ + \ full initial and persistent damage. \n\n**Critical Failure** The target takes\ + \ double initial and persistent damage. \n\n**Heightened (+1)** The initial\ + \ damage increases by 1d4 and the persistent damage increases by 1d4." duration: null has_been_manually_proofread: false level: 1 @@ -1131,7 +1292,9 @@ spell: cast: verbal components: - Verbal - descr: Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. + descr: Speaking a short prayer as you gather your thoughts, you're blessed to find + that your deity gave you just the right bit of information for your situation. + Roll the triggering check twice and use the better result. duration: null has_been_manually_proofread: false level: 1 @@ -1148,13 +1311,18 @@ spell: - Cleric - Divination - Fortune - trigger: You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in. + trigger: You attempt a Perception check to Seek, or you attempt a skill check to + Recall Knowledge with a skill you're trained in. type: Focus - action_abbr: '1' cast: verbal components: - Verbal - descr: "You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects. In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target. \n\n**Heightened (5th)** The bonus to saves increases to +2, or +3 against emotion effects." + descr: "You attempt to calm the target by uttering soothing words in a calm and\ + \ even tone. The target gains a +1 status bonus to Will saving throws. This bonus\ + \ increases to +2 against emotion effects. In addition, when you Cast this Spell,\ + \ you can attempt to counteract one emotion effect on the target. \n\n**Heightened\ + \ (5th)** The bonus to saves increases to +2, or +3 against emotion effects." duration: 1 round has_been_manually_proofread: false level: 1 @@ -1181,7 +1349,11 @@ spell: components: - Somatic - Verbal - descr: A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll 1d4 to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color. + descr: A deluge of colorful illusory paint, tools, or other symbols of art and artisanship + drift down in the area. Roll 1d4 to determine the color of the illusion. Each + creature in the area must attempt a Will save. A creature is unaffected on a success. + On a failure or critical failure, the creature takes the results listed on the + table relevant to the color. duration: varies has_been_manually_proofread: false level: 1 @@ -1206,7 +1378,8 @@ spell: cast: somatic components: - Somatic - descr: You swiftly move from a dangerous spot and veil yourself. You Step and become concealed. + descr: You swiftly move from a dangerous spot and veil yourself. You Step and become + concealed. duration: until the end of your next turn has_been_manually_proofread: false level: 1 @@ -1231,7 +1404,14 @@ spell: - Material - Somatic - Verbal - descr: With soothing song or tales, you lull the target into an enchanting dream. When you cast the spell, the target falls unconscious if it wasn't already. While unconscious, it experiences a dream of your choice. If it sleeps for at least 1 minute, it gains the benefit of the dream for the remainder of the spell's duration. Dream of Insight +1 status bonus to Intelligence-based skill checks Dream of Glamour +1 status bonus to Charisma-based skill checks Dream of Voyaging +5-foot status bonus to Speed If you Cast this Spell again, the effects of any previous sweet dream you cast end. + descr: With soothing song or tales, you lull the target into an enchanting dream. + When you cast the spell, the target falls unconscious if it wasn't already. While + unconscious, it experiences a dream of your choice. If it sleeps for at least + 1 minute, it gains the benefit of the dream for the remainder of the spell's duration. + Dream of Insight +1 status bonus to Intelligence-based skill checks Dream of Glamour + +1 status bonus to Charisma-based skill checks Dream of Voyaging +5-foot status + bonus to Speed If you Cast this Spell again, the effects of any previous sweet + dream you cast end. duration: 10 minutes has_been_manually_proofread: false level: 1 @@ -1258,7 +1438,12 @@ spell: cast: somatic components: - Somatic - descr: "You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save. \n\n**Failure** You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water. \n\n**Critical Failure** You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water." + descr: "You call forth a tremendous wave to move the target either in a body of\ + \ water or on the ground. The target must attempt a Fortitude save. \n\n**Failure**\ + \ You move the target 5 feet in any direction along the ground or 10 feet in\ + \ any direction through a body of water. \n\n**Critical Failure** You move the\ + \ target up to 10 feet in any direction along the ground or 20 feet in any direction\ + \ through a body of water." duration: null has_been_manually_proofread: false level: 1 @@ -1283,7 +1468,12 @@ spell: cast: somatic components: - Somatic - descr: "Your imperious touch erodes the target's willpower, making it easier to control. The target attempts a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is stupefied 1 until the end of your current turn. \n\n**Failure** The target is stupefied 1 until the end of your next turn. \n\n**Critical Failure** The target is stupefied 1 for 1 minute." + descr: "Your imperious touch erodes the target's willpower, making it easier to\ + \ control. The target attempts a Will save. \n\n**Critical Success** The target\ + \ is unaffected. \n\n**Success** The target is stupefied 1 until the end of\ + \ your current turn. \n\n**Failure** The target is stupefied 1 until the end\ + \ of your next turn. \n\n**Critical Failure** The target is stupefied 1 for\ + \ 1 minute." duration: varies has_been_manually_proofread: false level: 1 @@ -1308,7 +1498,13 @@ spell: cast: somatic components: - Somatic - descr: "You attack the target's life force with undeath, dealing 1d6 negative damage. The target must attempt a Fortitude save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes half damage. \n\n**Failure** The target takes full damage, and positive effects heal it only half as much as normal for 1 round. \n\n**Critical Failure** The target takes double damage, and positive effects heal it only half as much as normal for 1 minute. \n\n**Heightened (+1)** The damage increases by 1d6." + descr: "You attack the target's life force with undeath, dealing 1d6 negative damage.\ + \ The target must attempt a Fortitude save. \n\n**Critical Success** The target\ + \ is unaffected. \n\n**Success** The target takes half damage. \n\n**Failure**\ + \ The target takes full damage, and positive effects heal it only half as much\ + \ as normal for 1 round. \n\n**Critical Failure** The target takes double damage,\ + \ and positive effects heal it only half as much as normal for 1 minute. \n\n\ + **Heightened (+1)** The damage increases by 1d6." duration: null has_been_manually_proofread: false level: 1 @@ -1334,7 +1530,10 @@ spell: cast: somatic components: - Somatic - descr: Nothing can hold you in place. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher level than your unimpeded stride spell. You then Stride. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed. + descr: Nothing can hold you in place. You immediately escape from every magical + effect that has you immobilized or grabbed unless the effect is of a higher level + than your unimpeded stride spell. You then Stride. During this movement, you ignore + difficult terrain and any circumstance or status penalties to your Speed. duration: null has_been_manually_proofread: false level: 1 @@ -1356,7 +1555,11 @@ spell: cast: verbal components: - Verbal - descr: You surround yourself in a veil of confidence. You reduce your current frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1. If you critically fail a save against fear, veil of confidence ends immediately, and you increase any frightened condition you gain from the critical failure by 1 instead of decreasing it. + descr: You surround yourself in a veil of confidence. You reduce your current frightened + condition by 1, and whenever you would become frightened during the duration, + reduce the amount by 1. If you critically fail a save against fear, veil of confidence + ends immediately, and you increase any frightened condition you gain from the + critical failure by 1 instead of decreasing it. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -1379,7 +1582,12 @@ spell: cast: somatic components: - Somatic - descr: "Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to 1d6 until the start of your next turn. \n\n**Heightened (+1)** The damage increases by 1, or 1d6 after you cast a positive spell." + descr: "Your body sprouts a coat of brambly thorns that harm those that strike you\ + \ and thrive on life magic. Adjacent creatures that hit you with a melee attack,\ + \ as well as creatures that hit you with unarmed attacks, take 1 piercing damage\ + \ each time they do. Anytime you cast a positive spell, the damage from your thorns\ + \ increases to 1d6 until the start of your next turn. \n\n**Heightened (+1)**\ + \ The damage increases by 1, or 1d6 after you cast a positive spell." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -1404,7 +1612,13 @@ spell: components: - Somatic - Verbal - descr: "You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save. If the target is unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted above. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is frightened 1. \n\n**Failure** The target is frightened 2. \n\n**Critical Failure** The target is frightened 3." + descr: "You fill the creature's mind with a terrifying vision out of its nightmares.\ + \ The target must attempt a Will save. If the target is unconscious when you Cast\ + \ this Spell on it, it immediately wakes up before attempting its save, and if\ + \ it fails its save, it gains the fleeing condition for 1 round in addition to\ + \ the effects noted above. \n\n**Critical Success** The target is unaffected.\ + \ \n\n**Success** The target is frightened 1. \n\n**Failure** The target is\ + \ frightened 2. \n\n**Critical Failure** The target is frightened 3." duration: varies has_been_manually_proofread: false level: 1 @@ -1431,7 +1645,12 @@ spell: cast: somatic components: - Somatic - descr: Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).If the target weapon leaves your possession, weapon surge immediately ends. + descr: Holding your weapon aloft, you fill it with divine energy. On your next Strike + with that weapon before the start of your next turn, you gain a +1 status bonus + to the attack roll and the weapon deals an additional die of damage. If the weapon + has a striking rune, this instead increases the number of dice from the striking + rune by 1 (to a maximum of 3 extra weapon dice).If the target weapon leaves your + possession, weapon surge immediately ends. duration: null has_been_manually_proofread: false level: 1 @@ -1454,7 +1673,11 @@ spell: cast: verbal components: - Verbal - descr: You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true. Each time you Sustain this Spell, you can repeat this effect. + descr: You speak a statement you believe to be true and that is free of any attempt + to deceive through twisting words, omission, and so on. The statement must be + 25 words or fewer. A symbol of your deity glows above your head, and anyone who + sees you and hears your statement knows that you believe it to be true. Each time + you Sustain this Spell, you can repeat this effect. duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -1477,7 +1700,15 @@ spell: 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." + 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 @@ -1502,7 +1733,16 @@ spell: 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." + 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 @@ -1528,7 +1768,8 @@ spell: 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. + 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 @@ -1554,7 +1795,13 @@ spell: 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." + 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 @@ -1579,7 +1826,14 @@ spell: 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." + 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 @@ -1605,7 +1859,16 @@ spell: components: - Somatic - Verbal - descr: "You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a -1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to -2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours. \n\n**Critical Success** The target is unaffected. \n\n**Success** The duration is 1 round. \n\n**Failure** The duration is 10 minutes. \n\n**Critical Failure** The duration is 24 hours." + descr: "You make the target overconfident, leading it to ascribe failure to external\ + \ factors. If the target fails at an attack roll or skill check, it takes a -1\ + \ status penalty to attack rolls and skill checks until the end of its turn (or\ + \ the end of its next turn, if it attempted the roll outside its turn). If the\ + \ creature fails a second time while taking this penalty, the penalty increases\ + \ to -2. The duration depends on the target's Will save. After attempting its\ + \ save, the creature becomes temporarily immune for 24 hours. \n\n**Critical\ + \ Success** The target is unaffected. \n\n**Success** The duration is 1 round.\ + \ \n\n**Failure** The duration is 10 minutes. \n\n**Critical Failure** The\ + \ duration is 24 hours." duration: varies has_been_manually_proofread: false level: 4 @@ -1633,7 +1896,11 @@ spell: components: - Somatic - Verbal - descr: "Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2. \n\n**Heightened (+2)** Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2." + descr: "Swirling sands of divine devastation surround you, weakening the defenses\ + \ of all they touch. Reduce the resistances of creatures in the area (including\ + \ yourself) by 2. \n\n**Heightened (+2)** Swirling sands of divine devastation\ + \ surround you, weakening the defenses of all they touch. Reduce the resistances\ + \ of creatures in the area (including yourself) by 2." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -1655,7 +1922,12 @@ spell: cast: somatic components: - Somatic - descr: After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. + descr: After taking the triggering damage, you transform into air. Until the end + of the current turn, you can't be attacked or targeted, you don't take up space, + you can't act, and any auras or emanations you have are suppressed. At the end + of the turn, you re-form in any space you can occupy within 15 feet of where you + were when you dispersed. Any auras or emanations you had are restored as long + as their duration didn't run out while you were dispersed. duration: null has_been_manually_proofread: false level: 4 @@ -1681,7 +1953,11 @@ spell: components: - Somatic - Verbal - descr: "You call forth a torrential downpour, which extinguishes nonmagical flames. Creatures in the area are concealed and gain fire resistance 10. Creatures outside the area are concealed to those inside the area. Creatures with weakness to water that end their turns in the area take damage equal to their weakness. \n\n**Heightened (+1)** The fire resistance increases by 2." + descr: "You call forth a torrential downpour, which extinguishes nonmagical flames.\ + \ Creatures in the area are concealed and gain fire resistance 10. Creatures outside\ + \ the area are concealed to those inside the area. Creatures with weakness to\ + \ water that end their turns in the area take damage equal to their weakness.\ + \ \n\n**Heightened (+1)** The fire resistance increases by 2." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -1706,7 +1982,15 @@ spell: components: - Somatic - Verbal - descr: "The target becomes distracted and suggestible, inundated by vivid daydreams. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target's attention wavers. It becomes flat-footed and fascinated by its daydreams. \n\n**Failure** As success, except that you appear in the dream and give a suggestion. This can be to approach you, run away (as if it had the fleeing condition), Release what it's holding, Drop Prone, or stand in place. The creature follows this course of action as its first action after you Cast the Spell. \n\n**Critical Failure** As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and it does nothing else." + descr: "The target becomes distracted and suggestible, inundated by vivid daydreams.\ + \ \n\n**Critical Success** The target is unaffected. \n\n**Success** The target's\ + \ attention wavers. It becomes flat-footed and fascinated by its daydreams. \n\ + \n**Failure** As success, except that you appear in the dream and give a suggestion.\ + \ This can be to approach you, run away (as if it had the fleeing condition),\ + \ Release what it's holding, Drop Prone, or stand in place. The creature follows\ + \ this course of action as its first action after you Cast the Spell. \n\n**Critical\ + \ Failure** As failure, but the target follows the course of action for as many\ + \ actions as possible for the spell's duration, and it does nothing else." duration: until the end of the target's next turn has_been_manually_proofread: false level: 4 @@ -1732,7 +2016,9 @@ spell: cast: somatic components: - Somatic - descr: "Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect. \n\n**Heightened (+1)** The resistance increases by 2." + descr: "Your own might mingles with divine power to protect you. You gain resistance\ + \ equal to 8 plus your Strength modifier against all damage from the triggering\ + \ attack or effect. \n\n**Heightened (+1)** The resistance increases by 2." duration: null has_been_manually_proofread: false level: 4 @@ -1756,7 +2042,9 @@ spell: components: - Somatic - Verbal - descr: "A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes 4d12 positive damage. \n\n**Heightened (+1)** The damage increases by 1d12." + descr: "A massive deluge of life energy causes the undead to fall apart. Each undead\ + \ creature in the area takes 4d12 positive damage. \n\n**Heightened (+1)** The\ + \ damage increases by 1d12." duration: null has_been_manually_proofread: false level: 4 @@ -1780,7 +2068,9 @@ spell: cast: verbal components: - Verbal - descr: "You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect. \n\n**Heightened (+2)** The resistance increases by 5." + descr: "You swiftly deflect incoming flames. The target gains fire resistance 15\ + \ against the triggering effect. \n\n**Heightened (+2)** The resistance increases\ + \ by 5." duration: null has_been_manually_proofread: false level: 4 @@ -1804,7 +2094,14 @@ spell: cast: somatic components: - Somatic - descr: "Divine insight lets you see things as they truly are. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an illusory disguise spell, you see the creature's true form but illusory disguise doesn't end). The area moves with you for the duration of the spell, and the GM attempts a secret counteract check each time a new illusion is within the area. \n\n**Heightened (7th)** You can allow everyone to see through illusions you succeed against, not just yourself." + descr: "Divine insight lets you see things as they truly are. The GM attempts a\ + \ secret counteract check against each illusion that is at least partially within\ + \ the area. Instead of counteracting the illusion, you see through it (for instance,\ + \ if the check succeeds against an illusory disguise spell, you see the creature's\ + \ true form but illusory disguise doesn't end). The area moves with you for the\ + \ duration of the spell, and the GM attempts a secret counteract check each time\ + \ a new illusion is within the area. \n\n**Heightened (7th)** You can allow\ + \ everyone to see through illusions you succeed against, not just yourself." duration: 1 round has_been_manually_proofread: false level: 4 @@ -1827,7 +2124,9 @@ spell: cast: somatic components: - Somatic - descr: Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result. + descr: Use a Recall Knowledge action, rolling the appropriate skill check to identify + the triggering creature's abilities. You can roll your check twice and use the + better result. duration: null has_been_manually_proofread: false level: 4 @@ -1844,7 +2143,8 @@ spell: - Cleric - Divination - Fortune - trigger: You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells. + trigger: You roll initiative and can see a creature, you succeed at an attack roll + against a creature, or a creature fails a saving throw against one of your spells. type: Focus - action_abbr: '2' area: 15-foot emanation or 15-foot cone @@ -1852,7 +2152,14 @@ spell: components: - Somatic - Verbal - descr: "You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure** The creature takes full damage and falls prone. \n\n**Critical Failure** The creature takes full damage and falls prone. \n\n**Heightened (+1)** Increase the damage by 2d6." + descr: "You shake the earth, toppling nearby creatures. Choose whether the spell's\ + \ area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature\ + \ in the area standing on solid ground may take 4d6 bludgeoning damage and must\ + \ attempt a Reflex saving throw. \n\n**Critical Success** The creature is unaffected.\ + \ \n\n**Success** The creature takes half damage. \n\n**Failure** The creature\ + \ takes full damage and falls prone. \n\n**Critical Failure** The creature takes\ + \ full damage and falls prone. \n\n**Heightened (+1)** Increase the damage by\ + \ 2d6." duration: null has_been_manually_proofread: false level: 4 @@ -1876,7 +2183,8 @@ spell: cast: verbal components: - Verbal - descr: Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes. + descr: Reroll the saving throw and use the better result. You then become temporarily + immune for 10 minutes. duration: null has_been_manually_proofread: false level: 4 @@ -1900,7 +2208,10 @@ spell: components: - Somatic - Verbal - descr: "You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. This healing comes from negative energy, so it heals the undead rather than damaging it. \n\n**Heightened (+1)** The fast healing increases by 2." + descr: "You embed a seed of negative energy in an undead creature, restoring its\ + \ unnatural vigor. The target gains fast healing 7. This healing comes from negative\ + \ energy, so it heals the undead rather than damaging it. \n\n**Heightened (+1)**\ + \ The fast healing increases by 2." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -1924,7 +2235,10 @@ spell: cast: somatic components: - Somatic - descr: The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends. + descr: The next damaging or healing spell the target casts before the start of your + next turn deals damage or restores Hit Points as if the spell were heightened + 1 level higher than its actual level. The spell otherwise functions at its actual + level. Once the target casts the spell, mystic beacon ends. duration: until the start of your next turn has_been_manually_proofread: false level: 4 @@ -1947,7 +2261,11 @@ spell: cast: somatic components: - Somatic - descr: "A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food. A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute. \n\n**Heightened (+1)** The Hit Points restored increase by 6." + descr: "A palm-sized raw fruit or vegetable appears in your open hand. You choose\ + \ the specific type of food. A creature can consume the food with an Interact\ + \ action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal.\ + \ If uneaten, the food rots and crumbles to dust after 1 minute. \n\n**Heightened\ + \ (+1)** The Hit Points restored increase by 6." duration: null has_been_manually_proofread: false level: 4 @@ -1994,7 +2312,21 @@ spell: cast: somatic components: - Somatic - descr: "Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. If an undead creature damages you with an attack or spell while it's within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round. You can Dismiss this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir's value. When you cast positive luminance, any other positive luminance spell you already had in effect ends. \n\n**Heightened (+1)** Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1." + descr: "Drawing life force into yourself, you become a beacon of positive energy.\ + \ You glow with bright light in a 10-foot emanation, and you gain an internal\ + \ pool of light called a luminance reservoir, which begins with a value of 4.\ + \ At the start of each of your turns, you can use a free action to increase the\ + \ luminance reservoir by 4. If you do, the radius of your light increases by 10\ + \ feet. If an undead creature damages you with an attack or spell while it's within\ + \ the area of your light, that creature takes positive damage equal to half your\ + \ luminance reservoir value. It takes this damage only the first time it damages\ + \ you in a round. You can Dismiss this Spell. When you do, you can target a creature\ + \ within your light and direct the positive energy into it. The target must be\ + \ a willing living creature or an undead creature. This heals a living target\ + \ or damages an undead target by an amount equal to your luminance reservoir's\ + \ value. When you cast positive luminance, any other positive luminance spell\ + \ you already had in effect ends. \n\n**Heightened (+1)** Both the initial value\ + \ of your luminance reservoir and the amount you gain each turn increase by 1." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -2018,7 +2350,16 @@ spell: cast: material components: - Material - descr: "Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel (the details for these metals are found on pages 577-579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell. \n\n**Heightened (8th)** Add adamantine (page 578) and mithral (page 579) to the list of metals you can transform the item into." + descr: "Your deity blesses base metals to transform them into precious materials.\ + \ The target item transforms from its normal metal into cold iron, copper, gold,\ + \ iron, silver, or steel (the details for these metals are found on pages 577-579).\ + \ An item transmuted in this way deals damage according to its new material. For\ + \ example, a steel sword transmuted to cold iron would deal additional damage\ + \ to a creature with a weakness to cold iron. This change is clearly magical and\ + \ temporary, so the item's monetary value doesn't change; you couldn't transmute\ + \ copper coins to gold and use those coins to purchase something or as a cost\ + \ for a spell. \n\n**Heightened (8th)** Add adamantine (page 578) and mithral\ + \ (page 579) to the list of metals you can transform the item into." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -2029,7 +2370,8 @@ spell: - abbr: CRB page_start: 395 page_stop: 395 - targets: 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins) + targets: 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 + suit of metal armor, or up to 1 bulk of metal material (such as coins) traditions: null traits: - Uncommon @@ -2043,7 +2385,10 @@ spell: components: - Somatic - Verbal - descr: "A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area. \n\n**Heightened (+1)** The resistance increases by 1." + descr: "A protective aura emanates out from you, safeguarding you and your allies.\ + \ You gain resistance 3 to all damage. Your allies also gain this resistance while\ + \ they are within the area. \n\n**Heightened (+1)** The resistance increases\ + \ by 1." duration: sustained up to 1 minute has_been_manually_proofread: false level: 4 @@ -2067,7 +2412,24 @@ spell: - Material - Somatic - Verbal - descr: "You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials) Titles nobles and politicians (high society weddings, elite soirees, political rallies) Masses common folk and merchants (gathering mobs, major sales) When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast pulse of the city again within 24 hours, you can say \"echo\" instead of another word to get an update on the event you learned about the last time you Cast the Spell. Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection). \n\n**Heightened (5th)** The range increases to 100 miles." + descr: "You tap into the zeitgeist of the nearest settlement in range (if any).\ + \ You learn the name of the settlement, and you can utter a special word to learn\ + \ a brief summary of one significant event happening in the settlement. Choose\ + \ one of the following words, which indicates the type of people involved and\ + \ type of event you learn about. Wardens city guards, barristers, and judges (criminal\ + \ reports, busts, changes in routines, legal trials) Titles nobles and politicians\ + \ (high society weddings, elite soirees, political rallies) Masses common folk\ + \ and merchants (gathering mobs, major sales) When uttering your word, you can\ + \ exclude events you already know about, whether you know about them from this\ + \ spell or from other experiences. If you cast pulse of the city again within\ + \ 24 hours, you can say \"echo\" instead of another word to get an update on the\ + \ event you learned about the last time you Cast the Spell. Pulse of the city\ + \ reveals only publicly available or observable information. You never learn clandestine\ + \ movements or other details people are specifically trying to hide. The spell\ + \ is also notoriously bad at overcoming magic meant to avoid detection; it automatically\ + \ fails to reveal information about events involving creatures, places, or objects\ + \ affected by spells that could prevent or counteract pulse of the city (such\ + \ as nondetection). \n\n**Heightened (5th)** The range increases to 100 miles." duration: null has_been_manually_proofread: false level: 4 @@ -2094,7 +2456,11 @@ spell: cast: to somatic components: - Somatic - descr: "You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent. Each target regains 3d6 Hit Points. If the target had the dying condition, coming back from dying due to this healing doesn't increase its wounded condition. \n\n**Heightened (+1)** Increase the healing by 1d6." + descr: "You snatch creatures from the jaws of death. You can spend 1 to 3 actions\ + \ Casting this Spell, and you can target a number of creatures equal to the actions\ + \ spent. Each target regains 3d6 Hit Points. If the target had the dying condition,\ + \ coming back from dying due to this healing doesn't increase its wounded condition.\ + \ \n\n**Heightened (+1)** Increase the healing by 1d6." duration: null has_been_manually_proofread: false level: 4 @@ -2118,7 +2484,8 @@ spell: cast: somatic components: - Somatic - descr: You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. + descr: You vengefully reflect your pain upon your tormentor. The target takes mental + damage equal to half the amount it dealt to you when it triggered the spell. duration: null has_been_manually_proofread: false level: 4 @@ -2145,7 +2512,14 @@ spell: components: - Somatic - Verbal - descr: You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell. The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. If you Cast this Spell again, any previous safeguard secret you had cast ends. + descr: You ensure a secret remains safe from prying spies. Choose one piece of information + that at least some of the targets know; you can target a creature only if it remains + within range for the full minute during which you Cast the Spell. The spell grants + those who know the piece of knowledge you have chosen a +4 status bonus to skill + checks (typically Deception checks) to conceal this knowledge and to saving throws + against spells that specifically attempt to obtain this knowledge from them and + effects that would force them to reveal it. If you Cast this Spell again, any + previous safeguard secret you had cast ends. duration: 1 hour has_been_manually_proofread: false level: 4 @@ -2170,7 +2544,14 @@ spell: components: - Somatic - Verbal - descr: "Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become confused, but which it'll be depends on the target's Will save. \n\n**Critical Success** You are confused for 1 round. \n\n**Success** At the start of your next turn, you spend your first action with the confused condition, then act normally. \n\n**Failure** As success, but the target is affected instead of you, spending its first action each turn confused. The duration is 1 minute. \n\n**Critical Failure** The target is confused for 1 minute." + descr: "Merging minds with the target, you swap disorienting visions from one another's\ + \ nightmares. One of you will become confused, but which it'll be depends on the\ + \ target's Will save. \n\n**Critical Success** You are confused for 1 round.\ + \ \n\n**Success** At the start of your next turn, you spend your first action\ + \ with the confused condition, then act normally. \n\n**Failure** As success,\ + \ but the target is affected instead of you, spending its first action each turn\ + \ confused. The duration is 1 minute. \n\n**Critical Failure** The target is\ + \ confused for 1 minute." duration: varies has_been_manually_proofread: false level: 4 @@ -2198,7 +2579,23 @@ spell: components: - Somatic - Verbal - descr: "When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. This spell attempts to progress a disease affliction, a poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. The effect of this spell depends on whether you're attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target's recovery. Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a -2 status penalty to its saving throw against the affliction. Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC. \n\n**Heightened (7th)** You can attempt to progress any number of the target's eligible afflictions and persistent poison damage." + descr: "When someone has overindulged, you can hasten them past the worst of their\ + \ affliction or intensify their misery. This spell attempts to progress a disease\ + \ affliction, a poison affliction, or persistent poison damage affecting the target.\ + \ If the target is affected by more than one of these, you can choose from among\ + \ those you are aware of; otherwise the GM chooses randomly. An unwilling target\ + \ can attempt a Will save to negate take its course. The effect of this spell\ + \ depends on whether you're attempting to end an affliction or persistent poison\ + \ damage, and whether you are attempting to help or hinder the target's recovery.\ + \ Affliction The target immediately attempts its next saving throw against the\ + \ affliction. You can grant the creature your choice of a +2 status bonus or a\ + \ -2 status penalty to its saving throw against the affliction. Persistent Poison\ + \ You can cause the target take the persistent poison damage immediately when\ + \ you Cast this Spell (in addition to taking it at the end of its next turn).\ + \ Whether or not you do so, the target attempts an additional flat check against\ + \ the persistent poison damage. You can set the DC of that flat check to 5 or\ + \ 20 instead of the normal DC. \n\n**Heightened (7th)** You can attempt to progress\ + \ any number of the target's eligible afflictions and persistent poison damage." duration: null has_been_manually_proofread: false level: 4 @@ -2221,7 +2618,15 @@ spell: cast: somatic components: - Somatic - descr: "You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for Casting this Spell. \n\n**Heightened (8th)** The bonus on the saving throw is +2." + descr: "You twist the forces of fate to make a moment dire or uneventful, with no\ + \ in-between. The target gains a +1 status bonus to the triggering saving throw.\ + \ If the saving throw's result is a success, it becomes a critical success. If\ + \ it's a failure, it becomes a critical failure, and the critical failure can't\ + \ be reduced by abilities that usually reduce critical failure, such as improved\ + \ evasion. If the triggering ability did not have both a critical success and\ + \ critical failure condition, tempt fate fails, but you don't expend the Focus\ + \ Point for Casting this Spell. \n\n**Heightened (8th)** The bonus on the saving\ + \ throw is +2." duration: null has_been_manually_proofread: false level: 4 @@ -2245,7 +2650,15 @@ spell: cast: somatic components: - Somatic - descr: When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. The target glows with dim light in a 20-foot radius. It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns. New Moon The target receives no benefit. Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls. Full Moon The target gains a +1 status bonus to attack rolls, AC, and saving throws and a +4 status bonus to damage rolls. Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon. + descr: When you touch the target, a symbol of the moon appears on its forehead, + glowing with soft moonlight. The target glows with dim light in a 20-foot radius. + It also gets a benefit based on a phase of the moon, starting with the new moon + and changing to the next phase at the end of each of its turns. New Moon The target + receives no benefit. Waxing Moon The target gains a +1 status bonus to attack + rolls and a +4 status bonus to damage rolls. Full Moon The target gains a +1 status + bonus to attack rolls, AC, and saving throws and a +4 status bonus to damage rolls. + Waning Moon The target gains a +1 status bonus to AC and saving throws. After + this phase, return to the new moon. duration: 1 minute has_been_manually_proofread: false level: 4 @@ -2270,7 +2683,10 @@ spell: components: - Somatic - Verbal - descr: "You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed. \n\n**Heightened (5th)** You can choose to gain a fly Speed." + descr: "You add power to your muscles, allowing you to swim or climb walls with\ + \ ease. When you cast this spell, you gain either a climb Speed or a swim Speed.\ + \ The Speed is equal to your land Speed. \n\n**Heightened (5th)** You can choose\ + \ to gain a fly Speed." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -2293,7 +2709,19 @@ spell: components: - Somatic - Verbal - descr: "You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target believes you're in the designated location and can't see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends. \n\n**Failure** As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs. \n\n**Critical Failure** As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs." + descr: "You rarely settle for being in just one place. Choose a location within\ + \ 100 feet of the target that the target can see. You create an illusion of yourself\ + \ there that only it can see and that mimics all your actions. The target must\ + \ attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\ + \n**Success** The target believes you're in the designated location and can't\ + \ see you in your actual location. The target automatically disbelieves the illusion\ + \ when you use an action that doesn't make sense in the illusion's position, or\ + \ if the target attacks, touches, Seeks, or otherwise engages with the illusion.\ + \ If you use a hostile action against the target, the spell ends. \n\n**Failure**\ + \ As success, but the target must succeed at a Will save to disbelieve the illusion\ + \ when one of the listed events occurs. \n\n**Critical Failure** As success,\ + \ but the target must critically succeed at a Will save to disbelieve when one\ + \ of the listed events occurs." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -2318,7 +2746,9 @@ spell: cast: verbal components: - Verbal - descr: You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use. + descr: You put up a united defense. Each ally can use your saving throw modifier + instead of its own against the triggering spell. Each ally decides individually + which modifier to use. duration: null has_been_manually_proofread: false level: 4 @@ -2336,13 +2766,21 @@ spell: - Abjuration - Cleric - Fortune - trigger: You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw. + trigger: You and 1 or more allies within range are targeted by a spell or ability + that allows a saving throw. type: Focus - action_abbr: '1' cast: verbal components: - Verbal - descr: 'You utter a liberating word of power that frees a creature. You suppress one of the following conditions of your choice: confused, frightened, grabbed, or paralyzed. The target isn''t affected by the chosen condition, and if you suppress the grabbed condition, the target automatically breaks free from any grab affecting it when you Cast the Spell. If you don''t remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target confused for 1 minute, word of freedom would let the target act normally for a round, but the confused condition would return afterward.' + descr: 'You utter a liberating word of power that frees a creature. You suppress + one of the following conditions of your choice: confused, frightened, grabbed, + or paralyzed. The target isn''t affected by the chosen condition, and if you suppress + the grabbed condition, the target automatically breaks free from any grab affecting + it when you Cast the Spell. If you don''t remove the effect that provided the + condition, the condition returns after the spell ends. For example, if a spell + was making the target confused for 1 minute, word of freedom would let the target + act normally for a round, but the confused condition would return afterward.' duration: 1 round has_been_manually_proofread: false level: 4 @@ -2365,7 +2803,10 @@ spell: cast: verbal components: - Verbal - descr: You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own Perception modifier or other statistic to determine your results. + descr: You stoke the righteous anger within yourself and an ally. You and the target + ally each roll a d20 and use the higher result for both your initiative rolls. + You each still use your own Perception modifier or other statistic to determine + your results. duration: null has_been_manually_proofread: false level: 4 @@ -2392,7 +2833,12 @@ spell: components: - Somatic - Verbal - descr: "You imbue the target berry with the bounty of nature, allowing it to heal and sustain far beyond its normal capacity. A living creature that eats the berry with an Interact action gains as much nourishment as from a square meal for a typical human and regains 1d8+5 Hit Points. If it's not consumed during the duration, or if you cast goodberry again, the berry withers away. \n\n**Heightened (+1)** You can target an additional berry." + descr: "You imbue the target berry with the bounty of nature, allowing it to heal\ + \ and sustain far beyond its normal capacity. A living creature that eats the\ + \ berry with an Interact action gains as much nourishment as from a square meal\ + \ for a typical human and regains 1d8+5 Hit Points. If it's not consumed during\ + \ the duration, or if you cast goodberry again, the berry withers away. \n\n\ + **Heightened (+1)** You can target an additional berry." duration: 1 day has_been_manually_proofread: false level: 1 @@ -2418,7 +2864,12 @@ spell: cast: or somatic components: - Somatic - descr: "You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. \n\n * |1| **somatic** The spell has a range of touch.\n\n * |2| **somatic, verbal** The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.\n\n \n\n**Heightened (+1)** The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8." + descr: "You heal an animal's wounds, restoring 1d8 Hit Points to the target. The\ + \ number of actions spent Casting this Spell determines its effect. \n\n * |1|\ + \ **somatic** The spell has a range of touch.\n\n * |2| **somatic, verbal** The\ + \ spell has a range of 30 feet and restores an additional 8 Hit Points to the\ + \ target.\n\n \n\n**Heightened (+1)** The amount of healing increases by 1d8,\ + \ and the additional healing for the 2-action version increases by 8." duration: null has_been_manually_proofread: false level: 1 @@ -2444,7 +2895,12 @@ spell: components: - Somatic - Verbal - descr: "You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals 1d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage. \n\n**Heightened (+1)** The initial damage increases by 1d12, and the persistent electricity damage on a failure increases by 1." + descr: "You surround a foe in a swirling storm of violent winds, roiling clouds,\ + \ and crackling lightning. The storm deals 1d12 electricity damage. The target\ + \ must attempt a basic Reflex save. On a failure, the target also is clumsy 2\ + \ for 1 round and takes 1 persistent electricity damage. \n\n**Heightened (+1)**\ + \ The initial damage increases by 1d12, and the persistent electricity damage\ + \ on a failure increases by 1." duration: null has_been_manually_proofread: false level: 1 @@ -2473,7 +2929,26 @@ spell: components: - Somatic - Verbal - descr: "You morph your body based on your training, choosing one of the following effects based on your wild order feats. \n\n * If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage.\n\n * If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.\n\n * If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).\n\n * If you have Soaring Shape, you can cast the spell as a two-action activity (|2| somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.\n\n \n\n**Heightened (6th)** You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit. \n\n**Heightened (10th)** You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit." + descr: "You morph your body based on your training, choosing one of the following\ + \ effects based on your wild order feats. \n\n * If you have Wild Shape, you\ + \ can morph your hands into wild claws. Your hands transform into incredibly sharp\ + \ claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing\ + \ damage each (agile, finesse). You can still hold and use items with your hands\ + \ while they're transformed by this spell, but you cannot hold an item while attacking.\ + \ If you have Insect Shape, you can instead transform your mouth into wild jaws,\ + \ an unarmed attack you're trained in that deals 1d8 piercing damage.\n\n * If\ + \ you have Elemental Shape, you can morph your body to be partially composed of\ + \ elemental matter, granting you resistance 5 to critical hits and precision damage.\n\ + \n * If you have Plant Shape, you can morph your arms into long vines, increasing\ + \ your reach to 10 feet (or 15 feet with a reach weapon).\n\n * If you have Soaring\ + \ Shape, you can cast the spell as a two-action activity (|2| somatic, verbal)\ + \ to grow wings from your back. These wings allow you to fly with a fly Speed\ + \ of 30 feet.\n\n \n\n**Heightened (6th)** You can choose up to two of the effects\ + \ from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent\ + \ bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent\ + \ poison damage on a hit. \n\n**Heightened (10th)** You can choose up to three\ + \ of the effects from the list. Wild claws deal 4d6 persistent bleed damage on\ + \ a hit, and wild jaws deal 4d6 persistent poison damage on a hit." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -2497,7 +2972,17 @@ spell: components: - Somatic - Verbal - descr: "You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. \n\n**Heightened (2nd)** You can also wild shape into the forms listed in animal form." + descr: "You infuse yourself with primal essence and transform yourself into another\ + \ form. You can polymorph into any form listed in pest form, which lasts 10 minutes.\ + \ All other wild shape forms last 1 minute. You can add more forms to your wild\ + \ shape list with druid feats; your feat might grant you some or all of the forms\ + \ from a given polymorph spell. When you transform into a form granted by a spell,\ + \ you gain all the effects of the form you chose from a version of the spell heightened\ + \ to wild shape's level. Wild shape allows you to use your own shapeshifting training\ + \ more easily than most polymorph spells. When you choose to use your own attack\ + \ modifier while polymorphed instead of the form's default attack modifier, you\ + \ gain a +2 status bonus to your attack rolls. \n\n**Heightened (2nd)** You\ + \ can also wild shape into the forms listed in animal form." duration: 1 minute (or longer) has_been_manually_proofread: false level: 1 @@ -2521,7 +3006,11 @@ spell: components: - Somatic - Verbal - descr: "Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. \n\n**Heightened (6th)** When you fly using stormwind flight, you don't count flying against the wind as difficult terrain." + descr: "Powerful winds carry you smoothly through the air, giving you a fly Speed\ + \ equal to your Speed. When this spell's duration would end, if you're still flying,\ + \ you float to the ground, as feather fall. \n\n**Heightened (6th)** When you\ + \ fly using stormwind flight, you don't count flying against the wind as difficult\ + \ terrain." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -2544,7 +3033,16 @@ spell: cast: verbal components: - Verbal - descr: "You enhance a summoned creature with the power of the elements. If your next action is to cast either summon animal or summon plant or fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities. Air The creature gains a fly Speed of 60 feet. Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. Fire The creature's attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.\n\n\t\t\t\t\t" + descr: "You enhance a summoned creature with the power of the elements. If your\ + \ next action is to cast either summon animal or summon plant or fungus, choose\ + \ air, earth, fire, or water, and the creature you summon gains the corresponding\ + \ abilities. Air The creature gains a fly Speed of 60 feet. Earth The creature\ + \ gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum\ + \ 5 feet), and gains resistance 5 to physical damage. Fire The creature's attacks\ + \ deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness\ + \ 5 to cold and water. Water The creature gains a swim Speed of 60 feet, can spend\ + \ 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty),\ + \ and gains resistance 5 to fire.\n\n\t\t\t\t\t" duration: null has_been_manually_proofread: false level: 6 @@ -2568,7 +3066,21 @@ spell: components: - Somatic - Verbal - descr: The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. Each round when you Sustain the Spell, you can select one of the following effects to occur in the area. Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is immobilized for 1 round unless it Escapes. Impede The briars twist and writhe, making the entire area difficult terrain. Wall A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain. In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the concentrate and manipulate traits. Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a -10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is immobilized for 1 round unless it Escapes. + descr: The ground within the area transforms into a mass of dangerous briars that + assault and impede your foes. Each round when you Sustain the Spell, you can select + one of the following effects to occur in the area. Ensnare The briars clump around + your foes, attempting to hold them in place. A foe within the area (or flying + at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes + a -10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, + it is immobilized for 1 round unless it Escapes. Impede The briars twist and writhe, + making the entire area difficult terrain. Wall A wall of thorns appears in the + area, lasting for 1 round. The wall is greater difficult terrain instead of difficult + terrain. In addition, once per round you can direct the briars to impale any target + in the area (or flying up to 20 feet above the area) that you can see by using + a single action, which has the concentrate and manipulate traits. Make a spell + attack roll. On a success, the target takes 10d6 piercing damage and takes a -10-foot + circumstance penalty to all Speeds for 1 round; on a critical success, the target + is immobilized for 1 round unless it Escapes. duration: sustained up to 1 minute has_been_manually_proofread: false level: 8 @@ -2593,7 +3105,19 @@ spell: components: - Somatic - Verbal - descr: The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. Each round when you Sustain the Spell, you can select one of the following effects to occur in the area. No additional effect. effects of obscuring mist. Fog Heavy fog rolls in, concealing the area with the Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a -2 circumstance penalty to Acrobatics and Perception checks. Wind Powerful winds buffet the area in all directions. Ranged attacks take a -4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. In addition, once per round you can use a single action, which has the concentrate and manipulate traits, to call down a bolt of lightning, striking any target in range that you can see. You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also deafened for 1 round. + descr: The sky above you darkens in a matter of moments, swirling with ominous clouds + punctuated by flashes of lighting. Each round when you Sustain the Spell, you + can select one of the following effects to occur in the area. No additional effect. + effects of obscuring mist. Fog Heavy fog rolls in, concealing the area with the + Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in + the area take a -2 circumstance penalty to Acrobatics and Perception checks. Wind + Powerful winds buffet the area in all directions. Ranged attacks take a -4 circumstance + penalty, and all flying is against the wind and counts as moving through difficult + terrain. In addition, once per round you can use a single action, which has the + concentrate and manipulate traits, to call down a bolt of lightning, striking + any target in range that you can see. You deal 10d6 electricity damage to the + target; it must attempt a basic Reflex save. On a failure, it is also deafened + for 1 round. duration: sustained up to 1 minute has_been_manually_proofread: false level: 9 @@ -2617,7 +3141,10 @@ spell: cast: verbal components: - Verbal - descr: 'Accelerated by your ki, you move with such speed you become a blur. Move two times: two Strides, two Steps, or one Stride and one Step (in either order). You gain the concealed condition during this movement and until the start of your next turn.' + descr: 'Accelerated by your ki, you move with such speed you become a blur. Move + two times: two Strides, two Steps, or one Stride and one Step (in either order). + You gain the concealed condition during this movement and until the start of your + next turn.' duration: null has_been_manually_proofread: false level: 1 @@ -2639,7 +3166,13 @@ spell: cast: verbal components: - Verbal - descr: "You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive. \n\n**Heightened (+4)** The extra damage increases by 1d6." + descr: "You focus your ki into magical attacks. Make an unarmed Strike or Flurry\ + \ of Blows (this doesn't change the limit on using only one flourish per turn).\ + \ You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes\ + \ deal 1d6 extra damage. This damage can be any of the following types of your\ + \ choice, chosen each time you Strike: force, lawful (only if you're lawful),\ + \ negative, or positive. \n\n**Heightened (+4)** The extra damage increases\ + \ by 1d6." duration: null has_been_manually_proofread: false level: 1 @@ -2661,7 +3194,10 @@ spell: cast: verbal components: - Verbal - descr: "You heal yourself in one of the following ways, chosen by you when you cast the spell. You regain 8 Hit Points. You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction. \n\n**Heightened (+1)** If you choose to regain Hit Points, the Hit Points regained increase by 8." + descr: "You heal yourself in one of the following ways, chosen by you when you cast\ + \ the spell. You regain 8 Hit Points. You attempt to cure one poison or disease\ + \ afflicting you; attempt to counteract the affliction. \n\n**Heightened (+1)**\ + \ If you choose to regain Hit Points, the Hit Points regained increase by 8." duration: null has_been_manually_proofread: false level: 2 @@ -2689,7 +3225,15 @@ spell: components: - Somatic - Verbal - descr: "You unleash your ki as a powerful blast of force that deals 2d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude saving throw. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure** The creature takes full damage and is pushed 5 feet. \n\n**Critical Failure** The creature takes double damage and is pushed 10 feet. \n\n**Heightened (+1)** The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions." + descr: "You unleash your ki as a powerful blast of force that deals 2d6 force damage.\ + \ If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet\ + \ and the damage to 3d6. If you use 3 actions to cast ki blast, increase the size\ + \ of the cone to 60 feet and the damage to 4d6. Each creature in the area must\ + \ attempt a Fortitude saving throw. \n\n**Critical Success** The creature is\ + \ unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure**\ + \ The creature takes full damage and is pushed 5 feet. \n\n**Critical Failure**\ + \ The creature takes double damage and is pushed 10 feet. \n\n**Heightened (+1)**\ + \ The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions." duration: null has_been_manually_proofread: false level: 3 @@ -2713,7 +3257,8 @@ spell: 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. + 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 @@ -2737,7 +3282,12 @@ spell: cast: somatic components: - Somatic - descr: You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed Strikes as ranged Strikes against targets within 30 feet. These deal 1d6 bludgeoning damage, use the brawling group, and have the agile, nonlethal, propulsive, and unarmed traits. Wind crash Strikes ignore concealment and all cover. While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks. + descr: You take on the stance of the flowing winds, sending out waves of energy + at a distance. You can make wind crash unarmed Strikes as ranged Strikes against + targets within 30 feet. These deal 1d6 bludgeoning damage, use the brawling group, + and have the agile, nonlethal, propulsive, and unarmed traits. Wind crash Strikes + ignore concealment and all cover. While in wild winds stance, you gain a +2 circumstance + bonus to AC against ranged attacks. duration: until you leave the stance has_been_manually_proofread: false level: 4 @@ -2761,7 +3311,10 @@ spell: cast: verbal components: - Verbal - descr: "You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall. \n\n**Heightened (6th)** At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall." + descr: "You gain a fly Speed equal to your Speed. You must end your turn on solid\ + \ ground, or you fall. \n\n**Heightened (6th)** At the end of your turn, you\ + \ can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed,\ + \ you don't fall." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -2785,7 +3338,18 @@ spell: components: - Somatic - Verbal - descr: "Make a melee unarmed Strike. If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the auditory and concentrate traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save.If you cast quivering palm again, the effects of any quivering palm you had previously cast end. \n\n**Critical Success** The target survives, the spell ends, and the target is then temporarily immune for 24 hours. \n\n**Success** The target is stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours. \n\n**Failure** The target is stunned 3 and takes 80 damage. The spell's duration continues, but the target is then temporarily immune for 24 hours against being killed by quivering palm. \n\n**Critical Failure** The target dies. \n\n**Heightened (+1)** The damage increases by 10 on a failure, or 5 on a success." + descr: "Make a melee unarmed Strike. If you hit and the target is alive, anytime\ + \ during the duration, you can spend a single action, which has the auditory and\ + \ concentrate traits, to speak a word of death that could instantly slay it. The\ + \ target must attempt a Fortitude save.If you cast quivering palm again, the effects\ + \ of any quivering palm you had previously cast end. \n\n**Critical Success**\ + \ The target survives, the spell ends, and the target is then temporarily immune\ + \ for 24 hours. \n\n**Success** The target is stunned 1 and takes 40 damage,\ + \ the spell ends, and the target is then temporarily immune for 24 hours. \n\n\ + **Failure** The target is stunned 3 and takes 80 damage. The spell's duration\ + \ continues, but the target is then temporarily immune for 24 hours against being\ + \ killed by quivering palm. \n\n**Critical Failure** The target dies. \n\n\ + **Heightened (+1)** The damage increases by 10 on a failure, or 5 on a success." duration: 1 month has_been_manually_proofread: false level: 8 @@ -2809,7 +3373,8 @@ spell: components: - Somatic - Verbal - descr: You turn ethereal, with the effects of ethereal jaunt, but you don't need to concentrate. + descr: You turn ethereal, with the effects of ethereal jaunt, but you don't need + to concentrate. duration: 1 minute has_been_manually_proofread: false level: 9 @@ -2832,7 +3397,13 @@ spell: 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." + 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 @@ -2855,7 +3426,10 @@ spell: 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." + 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 @@ -2878,7 +3452,11 @@ spell: cast: verbal components: - Verbal - descr: You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a -1 status penalty to all its attack rolls and skill checks. + descr: You issue a diabolic edict, demanding the target perform a particular task + and offering rewards for its fulfillment. It gains a +1 status bonus to attack + rolls and skill checks related to performing the task. If it refuses to perform + the task you proclaimed, it instead takes a -1 status penalty to all its attack + rolls and skill checks. duration: 1 round has_been_manually_proofread: false level: 1 @@ -2901,7 +3479,18 @@ spell: cast: verbal components: - Verbal - descr: "Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline. \n\n\n\n| Dragon Type | Area and Damage Type | Saving Throw |\n\n| :---: | :---: | :---: |\n\n| Black and copper | 60-foot line of acid | Reflex |\n\n| Blue and bronze | 60-foot line of electricity | Reflex |\n\n| Brass | 60-foot line of fire | Reflex |\n\n| Green | 30-foot cone of poison | Fortitude |\n\n| Gold or red | 30-foot cone of fire | Reflex |\n\n| Silver or white | 30-foot cone of cold | Reflex |\n\n\n\nYour scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type. \n\n**Heightened (5th)** The extra damage increases to 2d6, and the resistance increases to 10. \n\n**Heightened (9th)** The extra damage increases to 3d6, and the resistance increases to 15." + descr: "Vicious claws grow from your fingers. They are finesse unarmed attacks that\ + \ deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon\ + \ in your bloodline. \n\n\n\n| Dragon Type | Area and Damage Type | Saving Throw\ + \ |\n\n| :---: | :---: | :---: |\n\n| Black and copper | 60-foot line of acid\ + \ | Reflex |\n\n| Blue and bronze | 60-foot line of electricity | Reflex |\n\n\ + | Brass | 60-foot line of fire | Reflex |\n\n| Green | 30-foot cone of poison\ + \ | Fortitude |\n\n| Gold or red | 30-foot cone of fire | Reflex |\n\n| Silver\ + \ or white | 30-foot cone of cold | Reflex |\n\n\n\nYour scales from blood magic\ + \ glow with faint energy, giving you resistance 5 to the same damage type. \n\ + \n**Heightened (5th)** The extra damage increases to 2d6, and the resistance\ + \ increases to 10. \n\n**Heightened (9th)** The extra damage increases to 3d6,\ + \ and the resistance increases to 15." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -2924,7 +3513,11 @@ spell: cast: somatic components: - Somatic - descr: "With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait. \n\n**Heightened (+1)** The damage increases by 1d8." + descr: "With a flick of your wrist, you fling a chunk of your elemental matter at\ + \ your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire\ + \ damage if your element is fire) on a success, and double damage on a critical\ + \ success. This spell has your element's trait. \n\n**Heightened (+1)** The\ + \ damage increases by 1d8." duration: null has_been_manually_proofread: false level: 1 @@ -2952,7 +3545,14 @@ spell: components: - Somatic - Verbal - descr: "You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature can't use reactions and takes a -2 status penalty to Perception checks and Will saves. \n\n**Critical Failure** As failure, and the creature also takes a -1 status penalty to Perception checks and Will saves for 1 minute. \n\n**Heightened (+3)** The initial radius increases by 5 feet." + descr: "You sprinkle magical dust in the spell's area, making those within easier\ + \ to trick. Each creature in the area must attempt a Will save. For each additional\ + \ action you use Casting the Spell, the burst's radius increases by 5 feet. \n\ + \n**Success** The creature is unaffected. \n\n**Failure** The creature can't\ + \ use reactions and takes a -2 status penalty to Perception checks and Will saves.\ + \ \n\n**Critical Failure** As failure, and the creature also takes a -1 status\ + \ penalty to Perception checks and Will saves for 1 minute. \n\n**Heightened\ + \ (+3)** The initial radius increases by 5 feet." duration: 1 round has_been_manually_proofread: false level: 1 @@ -2978,7 +3578,10 @@ spell: components: - Somatic - Verbal - descr: "Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points. \n\n**Heightened (+2)** The temporary Hit Points increase by 1d6." + descr: "Your mouth transforms into a shadowy maw bristling with pointed teeth. These\ + \ jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage.\ + \ If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.\ + \ \n\n**Heightened (+2)** The temporary Hit Points increase by 1d6." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -3001,7 +3604,15 @@ spell: cast: verbal components: - Verbal - descr: "You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.At the start of each of your turns, the target can attempt another Will save, ending the effect on a success. \n\n**Success** The target is unaffected. \n\n**Failure** The condition's value is 1. \n\n**Critical Failure** The condition's value is 2." + descr: "You draw forth a hag's innate jealousy to deny a target its greatest attribute.\ + \ The target gains an adverse condition depending on its highest ability modifier:\ + \ Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence,\ + \ Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the\ + \ conditions associated with the tied ability modifiers to take. The target must\ + \ attempt a Will save.At the start of each of your turns, the target can attempt\ + \ another Will save, ending the effect on a success. \n\n**Success** The target\ + \ is unaffected. \n\n**Failure** The condition's value is 1. \n\n**Critical\ + \ Failure** The condition's value is 2." duration: up to 1 minute has_been_manually_proofread: false level: 1 @@ -3026,7 +3637,14 @@ spell: cast: somatic components: - Somatic - descr: "Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you Cast a Spell, you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell. \n\n**Heightened (+2)** When you add an additional action to a spell to temporarily extend your reach, your reach increases by an additional 10 feet to deliver that spell." + descr: "Your arms turn into long, pliable tentacles, increasing your reach when\ + \ you're delivering touch range spells and making unarmed Strikes with your arms\ + \ (such as fist and claw Strikes) to 10 feet. This doesn't change the reach of\ + \ your melee weapon attacks. During the duration, whenever you Cast a Spell, you\ + \ can add an additional action to that spell's casting to temporarily extend your\ + \ reach to 20 feet to deliver that spell. \n\n**Heightened (+2)** When you add\ + \ an additional action to a spell to temporarily extend your reach, your reach\ + \ increases by an additional 10 feet to deliver that spell." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -3049,7 +3667,15 @@ spell: cast: somatic components: - Somatic - descr: "You instill within a creature the touch of the grave. For the duration, harm spells treat the creature as undead and heal spells treat the creature as living. In addition, harm spells gain a +2 status bonus to the Hit Points restored to the target. If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target heals half as much from heal and takes half as much damage from harm for 1 round. \n\n**Failure** Effects as described in the text. \n\n**Heightened (+1)** The status bonus to the Hit Points restored increases by 2." + descr: "You instill within a creature the touch of the grave. For the duration,\ + \ harm spells treat the creature as undead and heal spells treat the creature\ + \ as living. In addition, harm spells gain a +2 status bonus to the Hit Points\ + \ restored to the target. If the target wishes to avoid the spell, it can attempt\ + \ a Will save to reduce the effects. \n\n**Critical Success** The target is\ + \ unaffected. \n\n**Success** The target heals half as much from heal and takes\ + \ half as much damage from harm for 1 round. \n\n**Failure** Effects as described\ + \ in the text. \n\n**Heightened (+1)** The status bonus to the Hit Points restored\ + \ increases by 2." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -3077,7 +3703,15 @@ spell: 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." + 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 @@ -3103,7 +3737,10 @@ spell: 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." + 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 @@ -3128,7 +3765,13 @@ spell: components: - Somatic - Verbal - descr: "You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline.Dragon Breath Dragon TypeArea and Damage TypeSaving Throw Black and copper60-foot line of acidReflex Blue and bronze60-foot line of electricityReflex Brass60-foot line of fireReflex Green30-foot cone of poisonFortitude Gold or red30-foot cone of fireReflex Silver or white30-foot cone of coldReflex \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "You spew energy from your mouth, dealing 5d6 damage. The area, damage type,\ + \ and save depend on the dragon type in your bloodline.Dragon Breath Dragon TypeArea\ + \ and Damage TypeSaving Throw Black and copper60-foot line of acidReflex Blue\ + \ and bronze60-foot line of electricityReflex Brass60-foot line of fireReflex\ + \ Green30-foot cone of poisonFortitude Gold or red30-foot cone of fireReflex Silver\ + \ or white30-foot cone of coldReflex \n\n**Heightened (+1)** The damage increases\ + \ by 2d6." duration: null has_been_manually_proofread: false level: 3 @@ -3151,7 +3794,13 @@ spell: cast: somatic components: - Somatic - descr: "You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target's Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute. \n\n**Heightened (+1)** The damage increases by 1d4." + descr: "You close your hand and pull life energy from another creature into yourself.\ + \ This deals 3d4 negative damage; the target must attempt a basic Fortitude save.\ + \ You gain temporary Hit Points equal to the damage the target takes, after resolving\ + \ its save and applying your blood magic if applicable. If the target's Hit Points\ + \ were lower than the damage you dealt, you gain temporary Hit Points equal to\ + \ their remaining Hit Points instead. The temporary Hit Points last for 1 minute.\ + \ \n\n**Heightened (+1)** The damage increases by 1d4." duration: null has_been_manually_proofread: false level: 3 @@ -3177,7 +3826,13 @@ spell: components: - Somatic - Verbal - descr: "You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. Air You gain a fly Speed equal to your Speed. Earth You gain a burrow Speed of 10 feet. Fire You gain a fly Speed equal to your Speed. Water You gain a swim Speed equal to your Speed and can breathe underwater. \n\n**Heightened (6th)** You also gain a +10-foot status bonus to your Speeds. \n\n**Heightened (9th)** The status bonus increases to +20 feet." + descr: "You call upon your element to propel you, improving your Speed depending\ + \ on your element. This spell has your element's trait. Air You gain a fly Speed\ + \ equal to your Speed. Earth You gain a burrow Speed of 10 feet. Fire You gain\ + \ a fly Speed equal to your Speed. Water You gain a swim Speed equal to your Speed\ + \ and can breathe underwater. \n\n**Heightened (6th)** You also gain a +10-foot\ + \ status bonus to your Speeds. \n\n**Heightened (9th)** The status bonus increases\ + \ to +20 feet." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -3199,7 +3854,13 @@ spell: cast: verbal components: - Verbal - descr: "Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage. \n\n**Heightened (+1)** The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5." + descr: "Devil horns grow from your skull, and your skin takes on features of the\ + \ devil responsible for your diabolic bloodline. You gain resistance 5 to evil,\ + \ fire, and poison, and resistance 1 to physical damage (except silver). You can\ + \ take good damage, even if you aren't evil, and you gain weakness 5 to good damage.\ + \ \n\n**Heightened (+1)** The resistance to evil, fire, and poison increases\ + \ by 5, the resistance to physical damage (except silver) by 2, and the weakness\ + \ to good damage by 5." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -3223,7 +3884,11 @@ spell: cast: verbal components: - Verbal - descr: You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a duration of 1 minute on a single target, and the spell isn't of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way. + descr: You call upon your blood's knowledge of the ancients to extend your magic. + If your next action is to Cast a Spell with a duration of 1 minute on a single + target, and the spell isn't of the highest spell level you can cast, the spell + instead lasts 10 minutes. You can have only one active spell at a time extended + in this way. duration: null has_been_manually_proofread: false level: 3 @@ -3246,7 +3911,10 @@ spell: cast: somatic components: - Somatic - descr: "You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain. \n\n**Heightened (5th)** If you use a hostile action, the invisibility doesn't end." + descr: "You become invisible and ignore natural difficult terrain (such as underbrush).\ + \ Any hostile action you use ends this invisibility, but you still ignore natural\ + \ difficult terrain. \n\n**Heightened (5th)** If you use a hostile action, the\ + \ invisibility doesn't end." duration: until the end of your next turn has_been_manually_proofread: false level: 3 @@ -3270,7 +3938,13 @@ spell: components: - Somatic - Verbal - descr: "You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. \n\n**Success** The foe is unaffected. \n\n**Failure** The foe is frightened 1. \n\n**Critical Failure** The foe is frightened 2. \n\n**Heightened (5th)** Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success." + descr: "You briefly transform your features into the horrific visage of a hag, striking\ + \ fear into your enemies. Foes in the area must attempt a Will save. \n\n**Success**\ + \ The foe is unaffected. \n\n**Failure** The foe is frightened 1. \n\n**Critical\ + \ Failure** The foe is frightened 2. \n\n**Heightened (5th)** Foes in the area\ + \ are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and\ + \ fleeing for 1 round on a critical failure. They are still unaffected on a critical\ + \ success." duration: null has_been_manually_proofread: false level: 3 @@ -3301,7 +3975,15 @@ spell: components: - Somatic - Verbal - descr: "Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst's radius by 5 feet. \n\n**Heightened (+2)** The damage increases by 1d6, and the initial radius increases by 5 feet." + descr: "Ground in the area turns swampy and fetid. The area is difficult terrain.\ + \ The sludge at the bottom of the morass animates into diminutive sludge beasts\ + \ that have a demonic appearance. These don't function as normal creatures, but\ + \ they swarm over creatures in the swamp and exude a noxious stench. The swamp\ + \ deals 1d6 poison damage; creatures that end their turn in the area must attempt\ + \ a basic Fortitude save. You can increase the number of actions it takes to Cast\ + \ the Spell. For each additional action, increase the burst's radius by 5 feet.\ + \ \n\n**Heightened (+2)** The damage increases by 1d6, and the initial radius\ + \ increases by 5 feet." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -3327,7 +4009,16 @@ spell: 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." + 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 @@ -3350,7 +4041,12 @@ spell: 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. + 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 @@ -3373,7 +4069,11 @@ spell: 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." + 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 @@ -3398,7 +4098,11 @@ spell: components: - Somatic - Verbal - descr: "Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last. \n\n**Heightened (8th)** The duration increases to 10 minutes." + descr: "Leathery wings sprout from your back, giving you a fly Speed of 60 feet\ + \ or your Speed, whichever is faster. When this spell's duration would end, if\ + \ you're still flying, you float to the ground, as feather fall. You can increase\ + \ the Focus Point cost by 1 to gain the effects of dragon claws as long as the\ + \ wings last. \n\n**Heightened (8th)** The duration increases to 10 minutes." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -3423,7 +4127,10 @@ spell: components: - Somatic - Verbal - descr: "You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire). This spell has your element's trait. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "You gather elemental energy and blast your foes in one of the various listed\ + \ shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your\ + \ element is fire). This spell has your element's trait. \n\n**Heightened (+1)**\ + \ The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 5 @@ -3449,7 +4156,10 @@ spell: components: - Somatic - Verbal - descr: You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. + descr: You call upon fey glamours to cloak an area or the targets in illusion. This + has the effect of either illusory scene on the area or veil on the creatures, + as if heightened to a level 1 level lower than fey glamour, using fey glamour's + range and duration. duration: 10 minutes has_been_manually_proofread: false level: 5 @@ -3474,7 +4184,14 @@ spell: components: - Somatic - Verbal - descr: "Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. The skeletal arms deal 6d6 slashing damage. Each creature in the area must attempt a Reflex save. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure** The creature takes full damage and a -10-foot circumstance penalty to its Speeds for 1 round. \n\n**Critical Failure** The creature takes double damage and is immobilized for 1 round or until it Escapes. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "Hundreds of skeletal arms erupt from the ground in the area, clawing at\ + \ creatures within and attempting to hold them in place. The skeletal arms deal\ + \ 6d6 slashing damage. Each creature in the area must attempt a Reflex save. \ + \ \n\n**Critical Success** The creature is unaffected. \n\n**Success** The\ + \ creature takes half damage. \n\n**Failure** The creature takes full damage\ + \ and a -10-foot circumstance penalty to its Speeds for 1 round. \n\n**Critical\ + \ Failure** The creature takes double damage and is immobilized for 1 round or\ + \ until it Escapes. \n\n**Heightened (+1)** The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 5 @@ -3500,7 +4217,9 @@ spell: components: - Somatic - Verbal - descr: "You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage. \n\n**Heightened (+1)** The fire damage increases by 1d6, and the evil damage increases by 1d6." + descr: "You call forth a plume of hellfire that erupts from below, dealing 4d6 fire\ + \ damage and 4d6 evil damage. \n\n**Heightened (+1)** The fire damage increases\ + \ by 1d6, and the evil damage increases by 1d6." duration: null has_been_manually_proofread: false level: 5 @@ -3526,7 +4245,15 @@ spell: cast: somatic components: - Somatic - descr: "You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects: You gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. You gain darkvision. Acid oozes from your skin. Any creature that hits you with an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage. \n\n**Heightened (+2)** The resistances increase by 5, and the acid damage increases by 1d6." + descr: "You transform your flesh and organs into a bizarre amalgam of glistening\ + \ skin, rough scales, tufts of hair, and tumorous protuberances. This has three\ + \ effects: You gain resistance 10 to precision damage and resistance 10 to extra\ + \ damage from critical hits. If the resistance is greater than the extra damage,\ + \ it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.\ + \ You gain darkvision. Acid oozes from your skin. Any creature that hits you with\ + \ an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage. \n\ + \n**Heightened (+2)** The resistances increase by 5, and the acid damage increases\ + \ by 1d6." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -3550,7 +4277,16 @@ spell: components: - Somatic - Verbal - descr: "You manipulate the target's emotions, potentially allowing you to control it for a brief instant. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is stunned 1. \n\n**Failure** On the target's next turn, it's stunned 1 and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally. \n\n**Critical Failure** The target is controlled for 1 round. \n\n**Heightened (7th)** On a failure, the target is controlled for 1 round. On a critical failure, the target is controlled for up to 1 minute; it receives a new Will save at the end of each of its turns, and on a success, the spell ends." + descr: "You manipulate the target's emotions, potentially allowing you to control\ + \ it for a brief instant. The target must attempt a Will save. \n\n**Critical\ + \ Success** The target is unaffected. \n\n**Success** The target is stunned\ + \ 1. \n\n**Failure** On the target's next turn, it's stunned 1 and you partially\ + \ control it, causing it to take a single action of your choice. If it has actions\ + \ left, it can act normally. \n\n**Critical Failure** The target is controlled\ + \ for 1 round. \n\n**Heightened (7th)** On a failure, the target is controlled\ + \ for 1 round. On a critical failure, the target is controlled for up to 1 minute;\ + \ it receives a new Will save at the end of each of its turns, and on a success,\ + \ the spell ends." duration: 1 round has_been_manually_proofread: false level: 5 @@ -3577,7 +4313,9 @@ spell: 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. + 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 @@ -3601,7 +4339,10 @@ spell: 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." + 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 @@ -3626,7 +4367,12 @@ spell: 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." + 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 @@ -3654,7 +4400,12 @@ spell: cast: verbal components: - Verbal - descr: You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target. + descr: You glimpse into the target's future. Roll a d20; when the target attempts + a non-secret saving throw or skill check, it can use the number you rolled instead + of rolling, and the spell ends. Alternatively, you can instead reveal the result + of the die roll for one of the target's secret checks during the duration, and + the spell ends. Casting it again ends any active diviner's sight you have cast, + as well as any active diviner's sight on the target. duration: until the end of your next turn has_been_manually_proofread: false level: 1 @@ -3679,7 +4430,9 @@ spell: cast: somatic components: - Somatic - descr: "You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target. \n\n**Heightened (+2)** The damage increases by 1d4+1." + descr: "You fire an unerring dart of force from your fingertips. It automatically\ + \ hits and deals 1d4+1 force damage to the target. \n\n**Heightened (+2)** The\ + \ damage increases by 1d4+1." duration: null has_been_manually_proofread: false level: 1 @@ -3704,7 +4457,12 @@ spell: cast: somatic components: - Somatic - descr: You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand. + descr: You hurl a held melee weapon with which you are trained at the target, making + a spell attack roll. On a success, you deal the weapon's damage as if you had + hit with a melee Strike, but adding your spellcasting ability modifier to damage, + rather than your Strength modifier. On a critical success, you deal double damage, + and you add the weapon's critical specialization effect. Regardless of the outcome, + the weapon flies back to you and returns to your hand. duration: null has_been_manually_proofread: false level: 1 @@ -3728,7 +4486,9 @@ spell: cast: verbal components: - Verbal - descr: You temporarily improve the target's physique. The target gains a +2 status bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex save it attempts. + descr: You temporarily improve the target's physique. The target gains a +2 status + bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex + save it attempts. duration: until the end of the target's next turn has_been_manually_proofread: false level: 1 @@ -3752,7 +4512,9 @@ spell: cast: somatic components: - Somatic - descr: You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation's radius increases by 5 feet, to a maximum of 30 feet. + descr: You emanate a shimmering aura of protective magic. You and any allies in + the area gain a +1 status bonus to AC. Each time you Sustain the Spell, the emanation's + radius increases by 5 feet, to a maximum of 30 feet. duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -3778,7 +4540,15 @@ spell: components: - Somatic - Verbal - descr: "You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a Seek action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions. \n\n**Heightened (4th)** You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures." + descr: "You create illusory hazards that cover all surfaces in the area (typically\ + \ the ground). Any creature moving through the illusion treats the squares as\ + \ difficult terrain. A creature can attempt to disbelieve the effect as normal\ + \ after using a Seek action or otherwise spending actions interacting with the\ + \ illusion. If it successfully disbelieves, it ignores the effect for the remaining\ + \ duration. For each additional action you use casting the spell, the burst's\ + \ radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions. \n\ + \n**Heightened (4th)** You can make the illusion appear in the air rather than\ + \ on a surface, causing it to function as difficult terrain for flying creatures." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -3802,7 +4572,9 @@ spell: cast: somatic components: - Somatic - descr: "You teleport to a location up to 20 feet away within your line of sight. \n\n**Heightened (+1)** You teleport to a location up to 20 feet away within your line of sight." + descr: "You teleport to a location up to 20 feet away within your line of sight.\ + \ \n\n**Heightened (+1)** You teleport to a location up to 20 feet away within\ + \ your line of sight." duration: null has_been_manually_proofread: false level: 4 @@ -3828,7 +4600,8 @@ spell: components: - Somatic - Verbal - descr: You emit an aura of terror. Foes in the area are frightened 1 and unable to reduce the condition. + descr: You emit an aura of terror. Foes in the area are frightened 1 and unable + to reduce the condition. duration: sustained up to 1 minute has_been_manually_proofread: false level: 4 @@ -3853,7 +4626,14 @@ spell: cast: verbal components: - Verbal - descr: Your spellcasting surrounds you in a storm of elemental energy. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like. + descr: Your spellcasting surrounds you in a storm of elemental energy. If the next + action you take is to Cast a Spell from your wizard spell slots that's an evocation + spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of + energy surrounds you as you cast the spell. Foes in the area take 1d6 damage per + spell level of the spell you just cast of the same damage type the spell deals + (choose one if it deals multiple types). Combine the damage from both elemental + tempest and the other spell against foes who take damage from both before applying + bonuses, penalties, resistance, weakness, and the like. duration: null has_been_manually_proofread: false level: 4 @@ -3876,7 +4656,10 @@ spell: cast: verbal components: - Verbal - descr: "You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage. \n\n**Heightened (+1)** The resistance increases by 5." + descr: "You gain resistance 15 to acid, cold, electricity, or fire damage from the\ + \ triggering effect (one type of your choice). The resistance applies only to\ + \ the triggering effect's initial damage. \n\n**Heightened (+1)** The resistance\ + \ increases by 5." duration: null has_been_manually_proofread: false level: 4 @@ -3898,7 +4681,9 @@ spell: cast: somatic components: - Somatic - descr: "You become invisible, with the same restrictions as the 2nd-level invisibility spell. \n\n**Heightened (6th)** The duration increases to 10 minutes. \n\n**Heightened (8th)** The duration increases to 1 hour." + descr: "You become invisible, with the same restrictions as the 2nd-level invisibility\ + \ spell. \n\n**Heightened (6th)** The duration increases to 10 minutes. \n\n\ + **Heightened (8th)** The duration increases to 1 hour." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -3920,7 +4705,8 @@ spell: cast: verbal components: - Verbal - descr: You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points per level of the spell. + descr: You use some of the spell's magic to heal yourself, regaining 1d8 Hit Points + per level of the spell. duration: null has_been_manually_proofread: false level: 4 @@ -3937,13 +4723,18 @@ spell: - Healing - Necromancy - Wizard - trigger: You expend one of your wizard spell slots to cast a wizard spell of the necromancy school. + trigger: You expend one of your wizard spell slots to cast a wizard spell of the + necromancy school. type: Focus - action_abbr: '1' cast: somatic components: - Somatic - descr: You gain one of the following abilities of your choice. You can Dismiss this spell. You gain a 20-foot status bonus to your Speed. You gain a climb or swim Speed equal to half your Speed. You gain darkvision. You gain a pair of claws. These are agile finesse unarmed attacks that deal 1d8 slashing damage. You gain scent 60 feet (imprecise). + descr: You gain one of the following abilities of your choice. You can Dismiss this + spell. You gain a 20-foot status bonus to your Speed. You gain a climb or swim + Speed equal to half your Speed. You gain darkvision. You gain a pair of claws. + These are agile finesse unarmed attacks that deal 1d8 slashing damage. You gain + scent 60 feet (imprecise). duration: 1 minute has_been_manually_proofread: false level: 4 @@ -3966,7 +4757,10 @@ spell: cast: somatic components: - Somatic - descr: You create an invisible eye sensor, as clairvoyance. When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations. + descr: You create an invisible eye sensor, as clairvoyance. When created, this eye + must be in your line of sight. When the spell's duration ends, you can spend 1 + Focus Point as a free action to extend the duration for another hour, though as + normal, it ends immediately during your next daily preparations. duration: 1 hour has_been_manually_proofread: false level: 4 @@ -3990,7 +4784,18 @@ spell: 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." + 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 @@ -4017,7 +4822,15 @@ spell: 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." + 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 @@ -4046,7 +4859,10 @@ spell: 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. + 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 @@ -4073,7 +4889,10 @@ spell: 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." + 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 @@ -4103,7 +4922,19 @@ spell: components: - Somatic - Verbal - descr: "You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. \n\n**Heightened (3rd)** You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. \n\n**Heightened (4th)** As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)." + descr: "You send out a pulse that registers the presence of magic. You receive no\ + \ information beyond the presence or absence of magic. You can choose to ignore\ + \ magic you're fully aware of, such as the magic items and ongoing spells of you\ + \ and your allies. You detect illusion magic only if that magic's effect has a\ + \ lower level than the level of your detect magic spell. However, items that have\ + \ an illusion aura but aren't deceptive in appearance (such as an invisibility\ + \ potion) typically are detected normally. \n\n**Heightened (3rd)** You learn\ + \ the school of magic for the highest-level effect within range that the spell\ + \ detects. If multiple effects are equally strong, the GM determines which you\ + \ learn. \n\n**Heightened (4th)** As 3rd level, but you also pinpoint the source\ + \ of the highest-level magic. Like for an imprecise sense, you don't learn the\ + \ exact location, but can narrow down the source to within a 5-foot cube (or the\ + \ nearest if larger than that)." duration: null has_been_manually_proofread: false level: 1 @@ -4130,7 +4961,9 @@ spell: components: - Somatic - Verbal - descr: "An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. \n\n**Heightened (+1)** The damage increases by 1d4." + descr: "An arc of lightning leaps from one target to another. You deal electricity\ + \ damage equal to 1d4 plus your spellcasting ability modifier. \n\n**Heightened\ + \ (+1)** The damage increases by 1d4." duration: null has_been_manually_proofread: false level: 1 @@ -4157,7 +4990,11 @@ spell: components: - Somatic - Verbal - descr: "You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music). \n\n**Heightened (3rd)** The range increases to 60 feet. \n\n**Heightened (5th)** The range increases to 120 feet." + descr: "You create an auditory illusion of simple sounds that has a maximum volume\ + \ equal to four normal humans shouting. The sounds emanate from a square you designate\ + \ within range. You can't create intelligible words or other intricate sounds\ + \ (such as music). \n\n**Heightened (3rd)** The range increases to 60 feet.\ + \ \n\n**Heightened (5th)** The range increases to 120 feet." duration: sustained has_been_manually_proofread: false level: 1 @@ -4183,7 +5020,11 @@ spell: components: - Somatic - Verbal - descr: "The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends. \n\n**Heightened (4th)** The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet)." + descr: "The object glows, casting bright light in a 20-foot radius (and dim light\ + \ for the next 20 feet) like a torch. If you cast this spell again on a second\ + \ object, the light spell on the first object ends. \n\n**Heightened (4th)**\ + \ The object sheds bright light in a 60-foot radius (and dim light for the next\ + \ 60 feet)." duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 1 @@ -4211,7 +5052,15 @@ spell: components: - Somatic - Verbal - descr: "You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. \n\n**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less. \n\n**Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. \n\n**Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less." + descr: "You create a single magical hand, either invisible or ghostlike, that grasps\ + \ the target object and moves it slowly up to 20 feet. Because you're levitating\ + \ the object, you can move it in any direction. When you Sustain the Spell, you\ + \ can move the object an additional 20 feet. If the object is in the air when\ + \ the spell ends, the object falls. \n\n**Heightened (3rd)** You can target\ + \ an unattended object with a Bulk of 1 or less. \n\n**Heightened (5th)** The\ + \ range increases to 60 feet, and you can target an unattended object with a Bulk\ + \ of 1 or less. \n\n**Heightened (7th)** The range increases to 60 feet, and\ + \ you can target an unattended object with a Bulk of 2 or less." duration: sustained has_been_manually_proofread: false level: 1 @@ -4236,7 +5085,14 @@ spell: components: - Somatic - Verbal - descr: "You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. \n\n**Heightened (3rd)** The spell's range increases to 500 feet." + descr: "You mouth words quietly, but instead of coming out of your mouth, they're\ + \ transferred directly to the ears of the target. While others can't hear your\ + \ words any better than if you normally mouthed them, the target can hear your\ + \ words as if they were standing next to you. The target can give a brief response\ + \ as a reaction, or as a free action on their next turn if they wish, but they\ + \ must be able to see you and be within range to do so. If they respond, their\ + \ response is delivered directly to your ear, just like the original message.\ + \ \n\n**Heightened (3rd)** The spell's range increases to 500 feet." duration: see below has_been_manually_proofread: false level: 1 @@ -4265,7 +5121,17 @@ spell: components: - Somatic - Verbal - descr: The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options. Cook Cool, warm, or flavor 1 pound of nonliving material. Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or spell component. Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell. + descr: The simplest magic does your bidding. You can perform simple magical effects + for as long as you Sustain the Spell. Each time you Sustain the Spell, you can + choose one of four options. Cook Cool, warm, or flavor 1 pound of nonliving material. + Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. + Make Create a temporary object of negligible Bulk, made of congealed magical substance. + The object looks crude and artificial and is extremely fragile-it can't be used + as a tool, weapon, or spell component. Tidy Color, clean, or soil an object of + light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, + and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or + cause adverse conditions. Any actual change to an object (beyond what is noted + above) persists only as long as you Sustain the Spell. duration: sustained has_been_manually_proofread: false level: 1 @@ -4292,7 +5158,13 @@ spell: components: - Somatic - Verbal - descr: "A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage. \n\n**Heightened (+1)** Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4." + descr: "A small ball of flame appears in the palm of your hand, and you lash out\ + \ with it either in melee or at range. Make a spell attack roll against your target's\ + \ AC. This is normally a ranged attack, but you can also make a melee attack against\ + \ a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus\ + \ your spellcasting ability modifier. On a critical success, the target takes\ + \ double damage and 1d4 persistent fire damage. \n\n**Heightened (+1)** Increase\ + \ the damage by 1d4 and the persistent damage on a critical hit by 1d4." duration: null has_been_manually_proofread: false level: 1 @@ -4319,7 +5191,11 @@ spell: components: - Somatic - Verbal - descr: "You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier. \n\n**Critical Success** The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round. \n\n**Success** The target takes normal damage. \n\n**Heightened (+1)** The damage increases by 1d4." + descr: "You blast an icy ray. Make a spell attack roll. The ray deals cold damage\ + \ equal to 1d4 + your spellcasting ability modifier. \n\n**Critical Success**\ + \ The target takes double damage and takes a -10-foot status penalty to its Speeds\ + \ for 1 round. \n\n**Success** The target takes normal damage. \n\n**Heightened\ + \ (+1)** The damage increases by 1d4." duration: null has_been_manually_proofread: false level: 1 @@ -4346,7 +5222,12 @@ spell: components: - Somatic - Verbal - descr: "You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297-298). If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell. \n\n**Heightened (3rd)** You can target up to 10 objects. \n\n**Heightened (6th)** You can target any number of objects." + descr: "You focus on the target object, opening your mind to perceive magical auras.\ + \ When the casting is complete, you know whether that item is magical, and if\ + \ it is, you learn the school of magic (pages 297-298). If the object is illusory,\ + \ you detect this only if the effect's level is lower than the level of your read\ + \ aura spell. \n\n**Heightened (3rd)** You can target up to 10 objects. \n\n\ + **Heightened (6th)** You can target any number of objects." duration: null has_been_manually_proofread: false level: 1 @@ -4373,7 +5254,16 @@ spell: cast: verbal components: - Verbal - descr: "You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell. Heightening the spell increases the shield's Hardness. \n\n**Heightened (3rd)** The shield has Hardness 10. \n\n**Heightened (5th)** The shield has Hardness 15. \n\n**Heightened (7th)** The shield has Hardness 20. \n\n**Heightened (9th)** The shield has Hardness 25." + descr: "You raise a magical shield of force. This counts as using the Raise a Shield\ + \ action, giving you a +1 circumstance bonus to AC until the start of your next\ + \ turn, but it doesn't require a hand to use. While the spell is in effect, you\ + \ can use the Shield Block reaction with your magic shield. The shield has Hardness\ + \ 5. After you use Shield Block, the spell ends and you can't cast it again for\ + \ 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against\ + \ the magic missile spell. Heightening the spell increases the shield's Hardness.\ + \ \n\n**Heightened (3rd)** The shield has Hardness 10. \n\n**Heightened (5th)**\ + \ The shield has Hardness 15. \n\n**Heightened (7th)** The shield has Hardness\ + \ 20. \n\n**Heightened (9th)** The shield has Hardness 25." duration: until the start of your next turn has_been_manually_proofread: false level: 1 @@ -4399,7 +5289,15 @@ spell: components: - Somatic - Verbal - descr: "You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level. \n\n**Heightened (3rd)** The sigil instead fades after 1 month. \n\n**Heightened (5th)** The sigil instead fades after 1 year. \n\n**Heightened (7th)** The sigil never fades." + descr: "You harmlessly place your unique magical sigil, which is about 1 square\ + \ inch in size, on the targeted creature or object. The mark can be visible or\ + \ invisible, and you can change it from one state to another by using an Interact\ + \ action to touch the target. The mark can be scrubbed or scraped off with 5 minutes\ + \ of work. If it's on a creature, it fades naturally over the course of a week.\ + \ The time before the mark fades increases depending on your heightened level.\ + \ \n\n**Heightened (3rd)** The sigil instead fades after 1 month. \n\n**Heightened\ + \ (5th)** The sigil instead fades after 1 year. \n\n**Heightened (7th)** The\ + \ sigil never fades." duration: unlimited (see below) has_been_manually_proofread: false level: 1 @@ -4426,7 +5324,15 @@ spell: components: - Somatic - Verbal - descr: "A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target. \n\n**Critical Success** The target gains the immobilized condition and takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition. \n\n**Success** The target takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty. \n\n**Failure** The target is unaffected. \n\n**Heightened (2nd)** The effects last for 2 rounds. \n\n**Heightened (4th)** The effects last for 1 minute." + descr: "A vine covered in sticky sap appears from thin air, flicking from your hand\ + \ and lashing itself to the target. Attempt a spell attack against the target.\ + \ \n\n**Critical Success** The target gains the immobilized condition and takes\ + \ a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to\ + \ Escape against your spell DC to remove the penalty and the immobilized condition.\ + \ \n\n**Success** The target takes a -10-foot circumstance penalty to its Speeds\ + \ for 1 round. It can attempt to Escape against your spell DC to remove the penalty.\ + \ \n\n**Failure** The target is unaffected. \n\n**Heightened (2nd)** The effects\ + \ last for 2 rounds. \n\n**Heightened (4th)** The effects last for 1 minute." duration: null has_been_manually_proofread: false level: 1 @@ -4452,7 +5358,13 @@ spell: components: - Somatic - Verbal - descr: "You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a ranged attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. \n\n**Critical Success** You deal double damage. \n\n**Success** You deal full damage. \n\n**Heightened (+1)** The damage increases by 1d6." + descr: "You hurl a loose, unattended object that is within range and that has 1\ + \ Bulk or less at the target. Make a ranged attack against the target. If you\ + \ hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the\ + \ object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific\ + \ traits or magic properties of the hurled item affect the attack or the damage.\ + \ \n\n**Critical Success** You deal double damage. \n\n**Success** You deal\ + \ full damage. \n\n**Heightened (+1)** The damage increases by 1d6." duration: null has_been_manually_proofread: false level: 1 @@ -4477,7 +5389,9 @@ spell: 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. + 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 @@ -4506,7 +5420,17 @@ spell: - 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." + 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 @@ -4532,7 +5456,9 @@ spell: 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. + 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 @@ -4557,7 +5483,8 @@ spell: 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." + 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 @@ -4582,7 +5509,24 @@ spell: 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." + 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 @@ -4612,7 +5556,11 @@ spell: 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." + 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 @@ -4638,7 +5586,15 @@ spell: 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." + 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 @@ -4667,7 +5623,8 @@ spell: 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. + 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 @@ -4693,7 +5650,11 @@ spell: components: - Somatic - Verbal - descr: "You plant fear in the target; it must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is frightened 1. \n\n**Failure** The target is frightened 2. \n\n**Critical Failure** The target is frightened 3 and fleeing for 1 round. \n\n**Heightened (3rd)** You can target up to five creatures." + descr: "You plant fear in the target; it must attempt a Will save. \n\n**Critical\ + \ Success** The target is unaffected. \n\n**Success** The target is frightened\ + \ 1. \n\n**Failure** The target is frightened 2. \n\n**Critical Failure** \ + \ The target is frightened 3 and fleeing for 1 round. \n\n**Heightened (3rd)**\ + \ You can target up to five creatures." duration: varies has_been_manually_proofread: false level: 1 @@ -4722,7 +5683,11 @@ spell: cast: verbal components: - Verbal - descr: You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. + descr: You cause the air itself to arrest a fall. The target's fall slows to 60 + feet per round, and the portion of the fall during the spell's duration doesn't + count when calculating falling damage. If the target reaches the ground while + the spell is in effect, it takes no damage from the fall. The spell ends as soon + as the target lands. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -4769,7 +5734,13 @@ spell: components: - Somatic - Verbal - descr: A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk. + descr: A disk of magical force materializes adjacent to you. This disk is 2 feet + in diameter and follows 5 feet behind you, floating just above the ground. It + holds up to 5 Bulk of objects (though they must be able to fit and balance on + its surface). Any objects atop the disk fall to the ground when the spell ends. + The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, + if anyone tries to lift or force the disk higher above the ground, or if you move + more than 30 feet away from the disk. duration: 8 hours has_been_manually_proofread: false level: 1 @@ -4793,7 +5764,15 @@ spell: components: - Somatic - Verbal - descr: "Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. \n\n**Goblin Pox** (disease) **Level** 1. Goblins and goblin dogs are immune. \n\n * **Stage 1** sickened 1 (1 round) \n\n * **Stage 2** sickened 1 and slowed 1 (1 round) \n\n * **Stage 3** sickened 1 and the creature can't reduce it's sickened value below 1 (1 day).\n\n \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is sickened 1. \n\n**Failure** The target is afflicted with goblin pox at stage 1. \n\n**Critical Failure** The target is afflicted with goblin pox and stage 2." + descr: "Your touch afflicts the target with goblin pox, an irritating allergenic\ + \ rash. The target must attempt a Fortitude save. \n\n**Goblin Pox** (disease)\ + \ **Level** 1. Goblins and goblin dogs are immune. \n\n * **Stage 1** sickened\ + \ 1 (1 round) \n\n * **Stage 2** sickened 1 and slowed 1 (1 round) \n\n * **Stage\ + \ 3** sickened 1 and the creature can't reduce it's sickened value below 1 (1\ + \ day).\n\n \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target is sickened 1. \n\n**Failure** The target is afflicted with goblin\ + \ pox at stage 1. \n\n**Critical Failure** The target is afflicted with goblin\ + \ pox and stage 2." duration: null has_been_manually_proofread: false level: 1 @@ -4821,7 +5800,21 @@ spell: components: - Somatic - Verbal - descr: You conjure grease, with effects based on choosing area or target. Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them. + descr: You conjure grease, with effects based on choosing area or target. Area All + solid ground in the area is covered with grease. Each creature standing on the + greasy surface must succeed at a Reflex save or an Acrobatics check against your + spell DC or fall prone. Creatures using an action to move onto the greasy surface + during the spell's duration must attempt either a Reflex save or an Acrobatics + check to Balance. A creature that Steps or Crawls doesn't have to attempt a check + or save. Target If you cast the spell on an unattended object, anyone trying to + pick up the object must succeed at an Acrobatics check or Reflex save against + your spell DC to do so. If you target an attended object, the creature that has + the object must attempt an Acrobatics check or Reflex save. On a failure, the + holder or wielder takes a -2 circumstance penalty to all checks that involve using + the object; on a critical failure, the holder or wielder releases the item. The + object lands in an adjacent square of the GM's choice. If you cast this spell + on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves + against attempts to grapple them. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -4846,7 +5839,15 @@ spell: components: - Somatic - Verbal - descr: "Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half the negative damage and no persistent bleed damage. \n\n**Failure** The creature takes full damage. \n\n**Critical Failure** The creature takes double negative damage and double persistent bleed damage. \n\n**Heightened (+1)** The negative damage increases by 2d4, and the persistent bleed damage increases by 1." + descr: "Tendrils of darkness curl out from your fingertips and race through the\ + \ air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures\ + \ in the line. Each living creature in the line must attempt a Fortitude save.\ + \ \n\n**Critical Success** The creature is unaffected. \n\n**Success** The\ + \ creature takes half the negative damage and no persistent bleed damage. \n\n\ + **Failure** The creature takes full damage. \n\n**Critical Failure** The creature\ + \ takes double negative damage and double persistent bleed damage. \n\n**Heightened\ + \ (+1)** The negative damage increases by 2d4, and the persistent bleed damage\ + \ increases by 1." duration: null has_been_manually_proofread: false level: 1 @@ -4872,7 +5873,17 @@ spell: components: - Somatic - Verbal - descr: "A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature can't move against the wind. \n\n**Failure** The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead. \n\n**Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage." + descr: "A violent wind issues forth from your palm, blowing from the point where\ + \ you are when you cast the spell to the line's opposite end. The wind extinguishes\ + \ small non-magical fires, disperses fog and mist, blows objects of light Bulk\ + \ or less around, and pushes larger objects. Large or smaller creatures in the\ + \ area must attempt a Fortitude save. Large or smaller creatures that later move\ + \ into the gust must attempt the save on entering. \n\n**Critical Success** \ + \ The creature is unaffected. \n\n**Success** The creature can't move against\ + \ the wind. \n\n**Failure** The creature is knocked prone. If it was flying,\ + \ it suffers the effects of critical failure instead. \n\n**Critical Failure**\ + \ The creature is pushed 30 feet in the wind's direction, knocked prone, and\ + \ takes 2d6 bludgeoning damage." duration: until the start of your next turn has_been_manually_proofread: false level: 1 @@ -4896,7 +5907,11 @@ spell: components: - Somatic - Verbal - descr: "You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. \n\n**Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet. \n\n**Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "You call forth a powerful blast of pressurized water that bludgeons the\ + \ target and knocks it back. Make a ranged spell attack roll. \n\n**Critical\ + \ Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet.\ + \ \n\n**Success** The target takes 3d6 bludgeoning damage and is knocked back\ + \ 5 feet. \n\n**Heightened (+1)** The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 1 @@ -4922,7 +5937,23 @@ spell: components: - Somatic - Verbal - descr: "You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can Dismiss this spell. \n\n**Heightened (2nd)** The spell also disguises your voice and scent, and it gains the auditory trait. \n\n**Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait." + descr: "You create an illusion that causes you to appear as another creature of\ + \ the same body shape, and with roughly similar height (within 6 inches) and weight\ + \ (within 50 pounds), as yourself. The disguise is typically good enough to hide\ + \ your identity, but not to impersonate a specific individual. The spell doesn't\ + \ change your voice, scent, or mannerisms. You can change the appearance of your\ + \ clothing and worn items, such as making your armor look like a dress. Held items\ + \ are unaffected, and any worn item you remove returns to its true appearance.\ + \ Casting illusory disguise counts as setting up a disguise for the Impersonate\ + \ use of Deception; it ignores any circumstance penalties you might take for disguising\ + \ yourself as a dissimilar creature, it gives you a +4 status bonus to Deception\ + \ checks to prevent others from seeing through your disguise, and you add your\ + \ level even if you're untrained. You can Dismiss this spell. \n\n**Heightened\ + \ (2nd)** The spell also disguises your voice and scent, and it gains the auditory\ + \ trait. \n\n**Heightened (3rd)** You can appear as any creature of the same\ + \ size, even a specific individual. You must have seen an individual to take on\ + \ their appearance. The spell also disguises your voice and scent, and it gains\ + \ the auditory trait." duration: 1 hour has_been_manually_proofread: false level: 1 @@ -4947,7 +5978,15 @@ spell: components: - Somatic - Verbal - descr: "You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. \n\n**Heightened (2nd)** Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour. \n\n**Heightened (5th)** As the 2nd-level version, but the duration is unlimited." + descr: "You create an illusory visual image of a stationary object. The entire image\ + \ must fit within the spell's area. The object appears to animate naturally, but\ + \ it doesn't make sounds or generate smells. For example, water would appear to\ + \ pour down an illusory waterfall, but it would be silent. Any creature that touches\ + \ the image or uses the Seek action to examine it can attempt to disbelieve your\ + \ illusion. \n\n**Heightened (2nd)** Your image makes appropriate sounds, generates\ + \ normal smells, and feels right to the touch. The spell gains the auditory trait.\ + \ The duration increases to 1 hour. \n\n**Heightened (5th)** As the 2nd-level\ + \ version, but the duration is unlimited." duration: 10 minutes has_been_manually_proofread: false level: 1 @@ -4972,7 +6011,15 @@ spell: components: - Somatic - Verbal - descr: "You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion. \n\n**Heightened (2nd)** The duration is 24 hours. \n\n**Heightened (3rd)** The duration is unlimited." + descr: "You make the target object look and feel as though it were in much better\ + \ or worse physical condition. When you cast this spell, decide whether you want\ + \ to make the object look decrepit or perfect. An item made to look decrepit appears\ + \ broken and shoddy. An intact item made to look better appears as though it's\ + \ brand new and highly polished or well maintained. A broken item appears to be\ + \ intact and functional. Destroyed items can't be affected by this spell. A creature\ + \ that Interacts with the item can attempt to disbelieve the illusion. \n\n**Heightened\ + \ (2nd)** The duration is 24 hours. \n\n**Heightened (3rd)** The duration is\ + \ unlimited." duration: 1 hour has_been_manually_proofread: false level: 1 @@ -4996,7 +6043,12 @@ spell: cast: somatic components: - Somatic - descr: "Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. \n\n**Heightened (3rd)** The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action." + descr: "Your legs surge with strength, ready to leap high and far. You jump 30 feet\ + \ in any direction without touching the ground. You must land on a space of solid\ + \ ground within 30 feet of you, or else you fall after using your next action.\ + \ \n\n**Heightened (3rd)** The range becomes touch, the target changes to one\ + \ touched creature, and the duration becomes 1 minute, allowing the target to\ + \ jump as described whenever it takes the Leap action." duration: null has_been_manually_proofread: false level: 1 @@ -5020,7 +6072,17 @@ spell: components: - Somatic - Verbal - descr: "The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door. If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance. \n\n**Heightened (2nd)** The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost." + descr: "The target's latch mechanism clinks shut, held fast by unseen magical restraints.\ + \ When you magically lock a target, you set an Athletics and Thievery DC to open\ + \ it equal to your spell DC or the base lock DC with a +4 status bonus, whichever\ + \ is higher. Any key or combination that once opened a lock affected by this spell\ + \ does not do so for the duration of the spell, though the key or combination\ + \ does grant a +4 circumstance bonus to checks to open the door. If the target\ + \ is opened, the spell ends. Assuming the target is not barred or locked in some\ + \ additional way, you can unlock and open it with an Interact action during which\ + \ you touch the target. This does not end the spell. You can Dismiss this spell\ + \ at any time and from any distance. \n\n**Heightened (2nd)** The duration increases\ + \ to unlimited, but you must expend 6 gp worth of gold dust as an additional cost." duration: 1 day has_been_manually_proofread: false level: 1 @@ -5045,7 +6107,9 @@ spell: components: - Somatic - Verbal - descr: "You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed. \n\n**Heightened (2nd)** The duration increases to 8 hours." + descr: "You lengthen your stride beyond what should be possible. You gain a +10-foot\ + \ status bonus to your Speed. \n\n**Heightened (2nd)** The duration increases\ + \ to 8 hours." duration: 1 hour has_been_manually_proofread: false level: 1 @@ -5068,7 +6132,14 @@ spell: components: - Somatic - Verbal - descr: "You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC. \n\n**Heightened (4th)** You gain a +1 item bonus to saving throws. \n\n**Heightened (6th)** The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. \n\n**Heightened (8th)** The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. \n\n**Heightened (10th)** The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws." + descr: "You ward yourself with shimmering magical energy, gaining a +1 item bonus\ + \ to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you\ + \ use your unarmored proficiency to calculate your AC. \n\n**Heightened (4th)**\ + \ You gain a +1 item bonus to saving throws. \n\n**Heightened (6th)** The item\ + \ bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.\ + \ \n\n**Heightened (8th)** The item bonus to AC increases to +2, and you gain\ + \ a +2 item bonus to saving throws. \n\n**Heightened (10th)** The item bonus\ + \ to AC increases to +3, and you gain a +3 item bonus to saving throws." duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 1 @@ -5092,7 +6163,17 @@ spell: - Material - Somatic - Verbal - descr: "You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical. A caster using detect magic or study aura of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher. \n\n**Heightened (3rd)** You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know." + descr: "You alter the appearance of an item's magic aura. You can choose to have\ + \ the target's aura appear as that of common magic item of twice magic aura's\ + \ level or lower, or to have it register as being under the effects of a spell\ + \ of your choice of magic aura's level or lower. If the target is magical, you\ + \ can instead choose to have it appear as entirely non-magical. A caster using\ + \ detect magic or study aura of an equal or higher spell level can attempt to\ + \ disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of\ + \ spells that are 9th level or higher or of items that are 19th level or higher.\ + \ \n\n**Heightened (3rd)** You can target a creature instead of an object. When\ + \ you do, you can either conceal the auras of all magic items it has or have that\ + \ creature's aura appear as if it were under the effect of a spell you know." duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 1 @@ -5119,7 +6200,14 @@ spell: components: - Somatic - Verbal - descr: "You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. \n\n**Heightened (+2)** You shoot one additional missile with each action you spend." + descr: "You send a dart of force streaking toward a creature that you can see. It\ + \ automatically hits and deals 1d4+1 force damage. For each additional action\ + \ you use when Casting the Spell, increase the number of missiles you shoot by\ + \ one, to a maximum of three missiles for 3 actions. You choose the target for\ + \ each missile individually. If you shoot more than one missile at the same target,\ + \ combine the damage before applying bonuses or penalties to damage, resistances,\ + \ weaknesses, and so forth. \n\n**Heightened (+2)** You shoot one additional\ + \ missile with each action you spend." duration: null has_been_manually_proofread: false level: 1 @@ -5144,7 +6232,9 @@ spell: components: - Somatic - Verbal - descr: The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. + descr: The weapon glimmers with magic and energy. The target becomes a +1 striking + weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon + damage dice to two. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -5155,7 +6245,8 @@ spell: - abbr: CRB page_start: 349 page_stop: 349 - targets: 1 non-magical weapon that is unattended or wielded by you or a willing ally + targets: 1 non-magical weapon that is unattended or wielded by you or a willing + ally traditions: - Arcane - Divine @@ -5169,7 +6260,15 @@ spell: components: - Somatic - Verbal - descr: "You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed. \n\n**Heightened (2nd)** You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed. \n\n**Heightened (2nd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less." + descr: "You repair the target item. You restore 5 Hit Points per spell level to\ + \ the target, potentially removing the broken condition if this repairs it past\ + \ the item's Broken Threshold. You can't replace lost pieces or repair an object\ + \ that's been completely destroyed. \n\n**Heightened (2nd)** You repair the\ + \ target item. You restore 5 Hit Points per spell level to the target, potentially\ + \ removing the broken condition if this repairs it past the item's Broken Threshold.\ + \ You can't replace lost pieces or repair an object that's been completely destroyed.\ + \ \n\n**Heightened (2nd)** You can target a non-magical object of 2 Bulk or\ + \ less, or a magical object of 1 Bulk or less." duration: null has_been_manually_proofread: false level: 1 @@ -5195,7 +6294,13 @@ spell: components: - Somatic - Verbal - descr: "The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise scent. A creature attempting a Perception check to Seek with scent and other senses might notice the lack of natural scent. If the target has any abilities that result from its smell, such as an overpowering scent, those abilities are also negated. \n\n**Heightened (5th)** The range increases to 30 feet, and you can target up to 10 creatures." + descr: "The target loses its odor, preventing creatures from passively noticing\ + \ its presence via smell alone, even if the creatures have precise or imprecise\ + \ scent. A creature attempting a Perception check to Seek with scent and other\ + \ senses might notice the lack of natural scent. If the target has any abilities\ + \ that result from its smell, such as an overpowering scent, those abilities are\ + \ also negated. \n\n**Heightened (5th)** The range increases to 30 feet, and\ + \ you can target up to 10 creatures." duration: 1 hour has_been_manually_proofread: false level: 1 @@ -5219,7 +6324,17 @@ spell: components: - Somatic - Verbal - descr: "You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. \n\n\n\nYou gain the following statistics and abilities: \n\n * AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.\n\n * Speed 10 feet.\n\n * Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)\n\n * Low-light vision and imprecise scent 30 feet.\n\n * Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4.\n\n \n\n**Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet." + descr: "You transform into a the battle form of a Tiny animal, such as a cat, insect,\ + \ lizard, or rat. You can decide the specific type of animal (such as a rat or\ + \ praying mantis), but this has no effect on the form's Size or statistics. While\ + \ in this form, you gain the animal trait. You can Dismiss the spell. \n\n\n\n\ + You gain the following statistics and abilities: \n\n * AC = 15 + your level.\ + \ Ignore your armor's check penalty and Speed reduction.\n\n * Speed 10 feet.\n\ + \n * Weakness 5 to physical damage. (If you take physical damage in this form,\ + \ you take 5 additional damage.)\n\n * Low-light vision and imprecise scent 30\ + \ feet.\n\n * Acrobatics and Stealth modifiers of +10, unless your own modifier\ + \ is higher; Athletics modifier -4.\n\n \n\n**Heightened (4th)** You can turn\ + \ into a flying creature, such as a bird, which grants you a fly Speed of 20 feet." duration: 10 minutes has_been_manually_proofread: false level: 1 @@ -5243,7 +6358,14 @@ spell: components: - Somatic - Verbal - descr: "A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target becomes enfeebled 1. \n\n**Failure** The target becomes enfeebled 2. \n\n**Critical Failure** The target becomes enfeebled 3." + descr: "A ray with the power to sap a foe's strength flashes from your hand. Attempt\ + \ a ranged spell attack against the target. If you succeed, that creature attempts\ + \ a Fortitude save in order to determine the spell's effect. If you critically\ + \ succeed on your attack roll, use the outcome for one degree of success worse\ + \ than the result of its save. \n\n**Critical Success** The target is unaffected.\ + \ \n\n**Success** The target becomes enfeebled 1. \n\n**Failure** The target\ + \ becomes enfeebled 2. \n\n**Critical Failure** The target becomes enfeebled\ + \ 3." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -5270,7 +6392,13 @@ spell: components: - Somatic - Verbal - descr: "You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage. \n\n**Heightened (+1)** The damage increases by 1d12, and the persistent electricity damage increases by 1." + descr: "You shroud your hands in a crackling field of lightning. Make a melee spell\ + \ attack roll. On a hit, the target takes 2d12 electricity damage. If the target\ + \ is wearing metal armor or is made of metal, you gain a +1 circumstance bonus\ + \ to your attack roll with shocking grasp, and the target also takes 1d4 persistent\ + \ electricity damage on a hit. On a critical hit, double the initial damage, but\ + \ not the persistent damage. \n\n**Heightened (+1)** The damage increases by\ + \ 1d12, and the persistent electricity damage increases by 1." duration: null has_been_manually_proofread: false level: 1 @@ -5297,7 +6425,19 @@ spell: components: - Somatic - Verbal - descr: "Each creature in the area becomes drowsy and might fall asleep. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes a -1 status penalty to Perception checks for 1 round. \n\n**Failure** The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. \n\n**Critical Failure** The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically. \n\n**Heightened (4th)** The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up." + descr: "Each creature in the area becomes drowsy and might fall asleep. A creature\ + \ that falls unconscious from this spell doesn't fall prone or release what it's\ + \ holding. This spell doesn't prevent creatures from waking up due to a successful\ + \ Perception check, limiting its utility in combat. \n\n**Critical Success**\ + \ The creature is unaffected. \n\n**Success** The creature takes a -1 status\ + \ penalty to Perception checks for 1 round. \n\n**Failure** The creature falls\ + \ unconscious. If it's still unconscious after 1 minute, it wakes up automatically.\ + \ \n\n**Critical Failure** The creature falls unconscious. If it's still unconscious\ + \ after 1 hour, it wakes up automatically. \n\n**Heightened (4th)** The creatures\ + \ fall unconscious for 1 round on a failure or 1 minute on a critical failure.\ + \ They fall prone and release what they're holding, and they can't attempt Perception\ + \ checks to wake up. When the duration ends, the creature is sleeping normally\ + \ instead of automatically waking up." duration: null has_been_manually_proofread: false level: 1 @@ -5325,7 +6465,15 @@ spell: components: - Somatic - Verbal - descr: "You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. \n\n**Spider Venom** (poison); \n\n**Level 1** ; Maximum Duration 4 rounds. \n\n**Stage 1** 1d4 poison damage and enfeebled 1 (1 round); \n\n**Stage 2** 1d4 poison damage and enfeebled 2 (1 round). \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes 1d4 poison damage. \n\n**Failure** The target is afflicted with spider venom at stage 1. \n\n**Critical Failure** The target is afflicted with spider venom at stage 2." + descr: "You magically duplicate a spider's venomous sting. You deal 1d4 piercing\ + \ damage to the touched creature and afflict it with spider venom. The target\ + \ must attempt a Fortitude save. \n\n**Spider Venom** (poison); \n\n**Level\ + \ 1** ; Maximum Duration 4 rounds. \n\n**Stage 1** 1d4 poison damage and enfeebled\ + \ 1 (1 round); \n\n**Stage 2** 1d4 poison damage and enfeebled 2 (1 round).\ + \ \n\n**Critical Success** The target is unaffected. \n\n**Success** The target\ + \ takes 1d4 poison damage. \n\n**Failure** The target is afflicted with spider\ + \ venom at stage 1. \n\n**Critical Failure** The target is afflicted with spider\ + \ venom at stage 2." duration: null has_been_manually_proofread: false level: 1 @@ -5353,7 +6501,13 @@ spell: - Material - Somatic - Verbal - descr: "You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is -1. Heightening the spell increases the maximum level of creature you can summon. \n\n**Heightened (2nd)** Level 1 \n\n**Heightened (3rd)** Level 2 \n\n**Heightened (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure an animal to fight for you. You summon a common creature that\ + \ has the animal trait and whose level is -1. Heightening the spell increases\ + \ the maximum level of creature you can summon. \n\n**Heightened (2nd)** Level\ + \ 1 \n\n**Heightened (3rd)** Level 2 \n\n**Heightened (4th)** Level 3 \n\n\ + **Heightened (5th)** Level 5 \n\n**Heightened (6th)** Level 7 \n\n**Heightened\ + \ (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)**\ + \ Level 13 \n\n**Heightened (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -5378,7 +6532,13 @@ spell: - Material - Somatic - Verbal - descr: "You conjure a construct to fight for you. This works like summon animal, except you summon a common creature that has the construct trait and whose level is -1. \n\n**Heightened (2nd)** Level 1 \n\n**Heightened (3rd)** Level 2 \n\n**Heightened (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure a construct to fight for you. This works like summon animal,\ + \ except you summon a common creature that has the construct trait and whose level\ + \ is -1. \n\n**Heightened (2nd)** Level 1 \n\n**Heightened (3rd)** Level 2\ + \ \n\n**Heightened (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n\ + **Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened\ + \ (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)**\ + \ Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -5399,7 +6559,10 @@ spell: cast: verbal components: - Verbal - descr: A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. + descr: A glimpse into the future ensures your next blow strikes true. The next time + you make an attack roll before the end of your turn, roll the attack twice and + use the better result. The attack ignores circumstance penalties to the attack + roll and any flat check required due to the target being concealed or hidden. duration: until the end of your turn has_been_manually_proofread: false level: 1 @@ -5423,7 +6586,21 @@ spell: components: - Somatic - Verbal - descr: "You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait. \n\n\n\n---\n\n**Unseen Servant** \n\nCreature -1 \n\nMedium, Mindless \n\n**Perception +0; darkvision\n\n**Languages - (understands creator) \n\n**Skills**: Stealth +8 \n\n**Str** -4 **Dex** +2 **Con** +0 **Int** -5 **Wis** +0 **Cha** +0 \n\n**Invisible** An unseen servant is invisible, though it normally doesn't Sneak, so it is usually only hidden. \n\n\n\n---\n\n**AC** 13 **Fort** +0 **Ref** +4 **Will** +0 \n\n**HP** 4 **Immunities** disease, mental, non-magical attacks, paralysis, poison, precision, unconscious **Resistances** all damage 5 (except force or ghost touch) \n\n\n\n---\n\n**Speed** fly 30 feet \n\n**Force Body** An unseen servant's physical body is made of force. It can't use attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass through solid objects." + descr: "You summon an unseen servant, which you can command as part of Sustaining\ + \ the Spell. It serves you until its Hit Points are reduced to 0, at which point\ + \ the spell ends, or until you stop Sustaining the Spell. The unseen servant gains\ + \ the summoned trait. \n\n\n\n---\n\n**Unseen Servant** \n\nCreature -1 \n\n\ + Medium, Mindless \n\n**Perception +0; darkvision\n\n**Languages - (understands\ + \ creator) \n\n**Skills**: Stealth +8 \n\n**Str** -4 **Dex** +2 **Con** +0 **Int**\ + \ -5 **Wis** +0 **Cha** +0 \n\n**Invisible** An unseen servant is invisible,\ + \ though it normally doesn't Sneak, so it is usually only hidden. \n\n\n\n---\n\ + \n**AC** 13 **Fort** +0 **Ref** +4 **Will** +0 \n\n**HP** 4 **Immunities** disease,\ + \ mental, non-magical attacks, paralysis, poison, precision, unconscious **Resistances**\ + \ all damage 5 (except force or ghost touch) \n\n\n\n---\n\n**Speed** fly 30\ + \ feet \n\n**Force Body** An unseen servant's physical body is made of force.\ + \ It can't use attack actions. It can move and use Interact actions to do things\ + \ such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean.\ + \ It can't pass through solid objects." duration: sustained has_been_manually_proofread: false level: 1 @@ -5448,7 +6625,14 @@ spell: components: - Somatic - Verbal - descr: "Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion. \n\n**Heightened (+2)** The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound." + descr: "Whenever you speak or make any other sound vocally, you can make your vocalization\ + \ seem to originate from somewhere else within 60 feet, and you can change that\ + \ apparent location freely as you vocalize. Any creature that hears the sound\ + \ can attempt to disbelieve your illusion. \n\n**Heightened (+2)** The spell's\ + \ duration increases to 1 hour, and you can also change the tone, quality, and\ + \ other aspects of your voice. Before a creature can attempt to disbelieve your\ + \ illusion, it must actively attempt a Perception check or otherwise use actions\ + \ to interact with the sound." duration: 10 minutes has_been_manually_proofread: false level: 1 @@ -5474,7 +6658,11 @@ spell: 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." + 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 @@ -5500,7 +6688,9 @@ spell: 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. + 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 @@ -5525,7 +6715,13 @@ spell: 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." + 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 @@ -5552,7 +6748,11 @@ spell: - 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." + 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 @@ -5579,7 +6779,14 @@ spell: 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." + 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 @@ -5606,7 +6813,15 @@ spell: - 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." + 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 @@ -5633,7 +6848,11 @@ spell: 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." + 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 @@ -5658,7 +6877,11 @@ spell: 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." + 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 @@ -5685,7 +6908,11 @@ spell: components: - Somatic - Verbal - descr: You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail. + descr: You unravel the magic behind a spell or effect. Attempt a counteract check + against the target (page 458). If you succeed against a spell effect, you counteract + it. If you succeed against a magic item, the item becomes a mundane item of its + type for 10 minutes. This doesn't change the item's non-magical properties. If + the target is an artifact or similar item, you automatically fail. duration: null has_been_manually_proofread: false level: 2 @@ -5711,7 +6938,11 @@ spell: components: - Somatic - Verbal - descr: "You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat). \n\n**Heightened (3rd)** The target is protected from severe cold and heat. \n\n**Heightened (5th)** The target is protected from severe cold, severe heat, extreme cold, and extreme heat." + descr: "You shield the target against dangerous temperatures. Choose severe cold\ + \ or heat. The target is protected from the temperature you chose (but not extreme\ + \ cold or heat). \n\n**Heightened (3rd)** The target is protected from severe\ + \ cold and heat. \n\n**Heightened (5th)** The target is protected from severe\ + \ cold, severe heat, extreme cold, and extreme heat." duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 2 @@ -5736,7 +6967,15 @@ spell: components: - Somatic - Verbal - descr: "Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature. \n\n**Heightened (4th)** The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature. \n\n**Heightened (6th)** As level 4, but you can target up to 10 creatures." + descr: "Bolstered by magical power, the target grows to size Large. Its equipment\ + \ grows with it but returns to natural size if removed. The creature is clumsy\ + \ 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and\ + \ it gains a +2 status bonus to melee damage. This spell has no effect on a Large\ + \ or larger creature. \n\n**Heightened (4th)** The creature instead grows to\ + \ size Huge. The status bonus to melee damage is +4 and the creature's reach increases\ + \ by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect\ + \ on a Huge or larger creature. \n\n**Heightened (6th)** As level 4, but you\ + \ can target up to 10 creatures." duration: 5 minutes has_been_manually_proofread: false level: 2 @@ -5761,7 +7000,9 @@ spell: components: - Somatic - Verbal - descr: "You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier. \n\n**Heightened (+1)** The temporary Hit Points increase by 3." + descr: "You create a reservoir of vitality from necromantic energy, gaining a number\ + \ of temporary Hit Points equal to 6 plus your spellcasting ability modifier.\ + \ \n\n**Heightened (+1)** The temporary Hit Points increase by 3." duration: 8 hours has_been_manually_proofread: false level: 2 @@ -5785,7 +7026,14 @@ spell: components: - Somatic - Verbal - descr: "You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, you can Sustain this Spell, leaving the sphere in its square or rolling it to another square within range and dealing 3d6 fire damage; each creature in its square must attempt a basic Reflex save.Creatures that succeed at their save take no damage (instead of half). \n\n**Heightened (+1)** The damage increases by 1d6." + descr: "You create a sphere of flame in a square within range. The sphere must be\ + \ supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire\ + \ damage to each creature in the square where it first appears; each creature\ + \ must attempt a basic Reflex save. On subsequent rounds, you can Sustain this\ + \ Spell, leaving the sphere in its square or rolling it to another square within\ + \ range and dealing 3d6 fire damage; each creature in its square must attempt\ + \ a basic Reflex save.Creatures that succeed at their save take no damage (instead\ + \ of half). \n\n**Heightened (+1)** The damage increases by 1d6." duration: sustained up to 1 minute has_been_manually_proofread: false level: 2 @@ -5811,7 +7059,13 @@ spell: components: - Somatic - Verbal - descr: "The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body. \n\n**Heightened (5th)** The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp)." + descr: "The targeted corpse doesn't decay, nor can it be transformed into an undead.\ + \ If the corpse is subject to a spell that requires the corpse to have died within\ + \ a certain amount of time (for example, raise dead), do not count the duration\ + \ of gentle repose against that time. This spell also prevents ordinary bugs and\ + \ pests (such as maggots) from consuming the body. \n\n**Heightened (5th)** \ + \ The spell's duration is unlimited, but the spell takes one more action to cast\ + \ and requires a material component and a cost (embalming fluid worth 6 gp)." duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 2 @@ -5838,7 +7092,15 @@ spell: components: - Somatic - Verbal - descr: "Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target's invisibility is negated for 2 rounds. \n\n**Failure** The target is dazzled for 1 minute and its invisibility is negated for 1 minute. \n\n**Critical Failure** The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes." + descr: "Creatures in the area are outlined by glittering dust. Each creature must\ + \ attempt a Reflex save. If a creature has its invisibility negated by this spell,\ + \ it is concealed instead of invisible. This applies both if the creature was\ + \ already invisible and if it benefits from new invisibility effects before the\ + \ end of the invisibility negation effect from this spell. \n\n**Critical Success**\ + \ The target is unaffected. \n\n**Success** The target's invisibility is negated\ + \ for 2 rounds. \n\n**Failure** The target is dazzled for 1 minute and its invisibility\ + \ is negated for 1 minute. \n\n**Critical Failure** The target is blinded for\ + \ 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes." duration: null has_been_manually_proofread: false level: 2 @@ -5863,7 +7125,12 @@ spell: components: - Somatic - Verbal - descr: "The target is overtaken with uncontrollable laughter. It must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is plagued with uncontrollable laugher. It can't use reactions. \n\n**Failure** The target is slowed 1 and can't use reactions. \n\n**Critical Failure** The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects." + descr: "The target is overtaken with uncontrollable laughter. It must attempt a\ + \ Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target is plagued with uncontrollable laugher. It can't use reactions.\ + \ \n\n**Failure** The target is slowed 1 and can't use reactions. \n\n**Critical\ + \ Failure** The target falls prone and can't use actions or reactions for 1 round.\ + \ It then suffers the failure effects." duration: sustained has_been_manually_proofread: false level: 2 @@ -5890,7 +7157,24 @@ spell: components: - Somatic - Verbal - descr: "You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size. Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell. \n\n**Heightened (3rd)** You gain darkvision or low-light vision if the form you assume has that ability. \n\n**Heightened (5th)** You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell." + descr: "You transform your appearance to that of a Small or Medium humanoid, such\ + \ as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid\ + \ trait in addition to your other traits while in this form, as well as any trait\ + \ related to the creature's kind (such as goblin or human). If this transformation\ + \ reduces your size, it reduces your reach accordingly (as the shrink spell).\ + \ This transformation doesn't change your statistics in any way, and you don't\ + \ gain any special abilities of the humanoid form you assume. You can still wear\ + \ and use your gear, which changes size (if necessary) to match your new form.\ + \ If items leave your person, they return to their usual size. Humanoid form grants\ + \ you a +4 status bonus to Deception checks to pass as a generic member of the\ + \ chosen ancestry, and you add your level even if you're untrained, but you can't\ + \ make yourself look like a specific person. If you want to Impersonate an individual,\ + \ you still need to create a disguise, though the GM won't factor in the difference\ + \ in ancestry when determining the DC of your Deception check. You can Dismiss\ + \ this spell. \n\n**Heightened (3rd)** You gain darkvision or low-light vision\ + \ if the form you assume has that ability. \n\n**Heightened (5th)** You can\ + \ take on the appearance of a Large humanoid. If this increases your size, you\ + \ gain the effects of the enlarge spell." duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -5915,7 +7199,36 @@ spell: components: - Somatic - Verbal - descr: "You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC - 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster-for example, if an illusory Large dragon deals only 5 damage-the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. \n\n**Heightened (+1)** The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)." + descr: "You create an illusory image of a Large or smaller creature. It generates\ + \ the appropriate sounds, smells, and feels believable to the touch. If you and\ + \ the image are ever farther than 500 feet apart, the spell ends. The image can't\ + \ speak, but you can use your actions to speak through the creature, with the\ + \ spell disguising your voice as appropriate. You might need to attempt a Deception\ + \ or Performance check to mimic the creature, as determined by the GM. This is\ + \ especially likely if you're trying to imitate a specific person and engage with\ + \ someone that person knows. In combat, the illusion can use 2 actions per turn,\ + \ which it uses when you Sustain the Spell. It uses your spell attack roll for\ + \ attack rolls and your spell DC for its AC. Its saving throw modifiers are equal\ + \ to your spell DC - 10. It is substantial enough that it can flank other creatures.\ + \ If the image is hit by an attack or fails a save, the spell ends. The illusion\ + \ can cause damage by making the target believe the illusion's attacks are real,\ + \ but it cannot otherwise directly affect the physical world. If the illusory\ + \ creature hits with a Strike, the target takes mental damage equal to 1d4 plus\ + \ your spellcasting ability modifier. This is a mental effect. The illusion's\ + \ Strikes are nonlethal. If the damage doesn't correspond to the image of the\ + \ monster-for example, if an illusory Large dragon deals only 5 damage-the GM\ + \ might allow the target to attempt a Perception check to disbelieve the spell\ + \ as a free action. Any relevant resistances and weaknesses apply if the target\ + \ thinks they do, as judged by the GM. For example, if the illusion wields a warhammer\ + \ and attacks a creature resistant to bludgeoning damage, the creature would take\ + \ less mental damage. However, illusory damage does not deactivate regeneration\ + \ or trigger other effects that require a certain damage type. The GM should track\ + \ illusory damage dealt by the illusion. Any creature that touches the image or\ + \ uses the Seek action to examine it can attempt to disbelieve your illusion.\ + \ When a creature disbelieves the illusion, it recovers from half the damage it\ + \ had taken from it (if any) and doesn't take any further damage from it. \n\n\ + **Heightened (+1)** The damage of the image's Strikes increases by 1d4, and the\ + \ maximum size of creature you can create increases by one (to a maximum of Gargantuan)." duration: sustained has_been_manually_proofread: false level: 2 @@ -5941,7 +7254,11 @@ spell: components: - Material - Somatic - descr: "Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead (page 466). If the target uses a hostile action, the spell ends after that hostile action is completed. \n\n**Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a hostile action." + descr: "Cloaked in illusion, the target becomes invisible. This makes it undetected\ + \ to all creatures, though the creatures can attempt to find the target, making\ + \ it hidden to them instead (page 466). If the target uses a hostile action, the\ + \ spell ends after that hostile action is completed. \n\n**Heightened (4th)**\ + \ The spell lasts 1 minute, but it doesn't end if the target uses a hostile action." duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -5965,7 +7282,11 @@ spell: components: - Somatic - Verbal - descr: You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you're untrained. Knock counteracts lock. + descr: You make the target easier to open. Knock grants a +4 status bonus to any + creature that tries to open the target door, lock, or container with an Athletics + or a Thievery check. You can attempt a Thievery check to open the target as part + of casting knock, and you add your level even if you're untrained. Knock counteracts + lock. duration: 1 minute has_been_manually_proofread: false level: 2 @@ -5989,7 +7310,10 @@ spell: components: - Somatic - Verbal - descr: You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends. + descr: You specify a trigger (described on page 305) and a message up to 25 words + long. When the specified trigger occurs within 30 feet of the target, an illusory + mouth appears on the target and speaks the message, and the magic mouth spell + ends. duration: unlimited has_been_manually_proofread: false level: 2 @@ -6015,7 +7339,18 @@ spell: components: - Somatic - Verbal - descr: Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends. + descr: Three illusory images of you swirl about your space, potentially causing + those who attack you to hit one of the images instead of you. Any attack that + would hit you has a random chance of hitting one of your images instead of you. + If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). + With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on 1d6). + With only one image, the chances are 1 in 2 (1-3 on 1d6). Once an image is hit, + it is destroyed. If an attack roll fails to hit your AC but doesn't critically + fail, it destroys an image but has no additional effect (even if the attack would + normally have an effect on a failure). If an attack roll is a critical success + and would hit one of the images, one of the images is destroyed and the attack + roll becomes a success against you. Once all the images are destroyed, the spell + ends. duration: 1 minute has_been_manually_proofread: false level: 2 @@ -6039,7 +7374,12 @@ spell: components: - Somatic - Verbal - descr: You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target. Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target. A creature reading the aura can attempt to disbelieve the illusion. You can Dismiss the spell from up to a mile away. + descr: You reshape the magic aura of one creature or object to resemble that of + another. You designate one target as the primary target and the other as the secondary + target. Effects that would detect auras on the primary target instead detect the + same types of auras from the secondary target. A creature reading the aura can + attempt to disbelieve the illusion. You can Dismiss the spell from up to a mile + away. duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 2 @@ -6065,7 +7405,9 @@ spell: - Material - Somatic - Verbal - descr: You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud. + descr: You call forth a cloud of mist. All creatures within the mist become concealed, + and all creatures outside the mist become concealed to creatures within it. You + can Dismiss the cloud. duration: 1 minute has_been_manually_proofread: false level: 2 @@ -6090,7 +7432,17 @@ spell: components: - Somatic - Verbal - descr: "You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride. The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk. \n\n**Heightened (4th)** The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. \n\n**Heightened (5th)** The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall. \n\n**Heightened (6th)** The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain." + descr: "You conjure a Large, magical, equine creature that only you (or another\ + \ Medium or Small creature you choose) can ride. The horse is clearly phantasmal\ + \ in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If\ + \ it's reduced to 0 Hit Points, it disappears and the spell ends. The steed has\ + \ a Speed of 40 feet and can hold its rider's body weight, plus 20 Bulk. \n\n\ + **Heightened (4th)** The steed has a Speed of 60 feet, can walk on water, and\ + \ ignores areas of natural difficult terrain. \n\n**Heightened (5th)** The steed\ + \ has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult\ + \ terrain. It can also air walk but must end its turn on solid ground or fall.\ + \ \n\n**Heightened (6th)** The steed can walk or fly at a Speed of 80 feet,\ + \ can walk on water, and ignores natural difficult terrain." duration: 8 hours has_been_manually_proofread: false level: 2 @@ -6115,7 +7467,12 @@ spell: components: - Somatic - Verbal - descr: "A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. \n\n**Heightened (4th)** The resistance increases to 10, and you can target up to two creatures. \n\n**Heightened (7th)** The resistance increases to 15, and you can target up to five creatures." + descr: "A shield of elemental energy protects a creature against one type of energy\ + \ damage. Choose acid, cold, electricity, fire, or sonic damage. The target and\ + \ its gear gain resistance 5 against the damage type you chose. \n\n**Heightened\ + \ (4th)** The resistance increases to 10, and you can target up to two creatures.\ + \ \n\n**Heightened (7th)** The resistance increases to 15, and you can target\ + \ up to five creatures." duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -6141,7 +7498,9 @@ spell: components: - Somatic - Verbal - descr: "You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you. \n\n**Heightened (5th)** The spell has a duration of 8 hours." + descr: "You can see invisible creatures and objects. They appear to you as translucent\ + \ shapes, and they are concealed to you. \n\n**Heightened (5th)** The spell\ + \ has a duration of 8 hours." duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -6166,7 +7525,11 @@ spell: components: - Somatic - Verbal - descr: "You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature. \n\n**Heightened (6th)** The spell can target up to 10 creatures." + descr: "You warp space to make a creature smaller. The target shrinks to become\ + \ Tiny in size. Its equipment shrinks with it but returns to its original size\ + \ if removed. The creature's reach changes to 0 feet. This spell has no effect\ + \ on a Tiny creature. \n\n**Heightened (6th)** The spell can target up to 10\ + \ creatures." duration: 5 minutes has_been_manually_proofread: false level: 2 @@ -6191,7 +7554,12 @@ spell: components: - Somatic - Verbal - descr: You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage. + descr: You create a semicorporeal hand out of your essence that delivers touch spells + for you. Whenever you Cast a Spell with a range of touch, you can have the hand + crawl to a target within range along the ground, touch it, and then crawl back + to you. When making a melee spell attack with the hand, you use your normal bonuses. + The hand can move as far as it needs to within range. The hand has your AC and + saves, but any damage to the hand destroys it and causes you to take 1d6 damage. duration: 1 minute has_been_manually_proofread: false level: 2 @@ -6215,7 +7583,9 @@ spell: components: - Somatic - Verbal - descr: "Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed. \n\n**Heightened (5th)** The duration increases to 1 hour." + descr: "Tiny clinging hairs sprout across the creature's hands and feet, offering\ + \ purchase on nearly any surface. The target gains a climb Speed equal to its\ + \ Speed. \n\n**Heightened (5th)** The duration increases to 1 hour." duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -6240,7 +7610,12 @@ spell: - Material - Somatic - Verbal - descr: "You conjure an elemental to fight for you. This works like summon animal, except you summon a common creature that has the elemental trait and whose level is 1 or lower. \n\n**Heightened (3rd)** Level 2 \n\n**Heightened (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure an elemental to fight for you. This works like summon animal,\ + \ except you summon a common creature that has the elemental trait and whose level\ + \ is 1 or lower. \n\n**Heightened (3rd)** Level 2 \n\n**Heightened (4th)**\ + \ Level 3 \n\n**Heightened (5th)** Level 5 \n\n**Heightened (6th)** Level\ + \ 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\ + \n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 2 @@ -6263,7 +7638,9 @@ spell: components: - Somatic - Verbal - descr: With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check. + descr: With a rush of telekinetic power, you move a foe or something they carry. + You can attempt to Disarm, Shove, or Trip the target using a spell attack roll + instead of an Athletics check. duration: null has_been_manually_proofread: false level: 2 @@ -6289,7 +7666,9 @@ spell: components: - Somatic - Verbal - descr: "You dull the target's mind; the target must attempt a Will save. \n\n**Success** The target is unaffected. \n\n**Failure** The target is stupefied 2. \n\n**Critical Failure** The target is stupefied 4." + descr: "You dull the target's mind; the target must attempt a Will save. \n\n**Success**\ + \ The target is unaffected. \n\n**Failure** The target is stupefied 2. \n\n\ + **Critical Failure** The target is stupefied 4." duration: 1 minute has_been_manually_proofread: false level: 2 @@ -6315,7 +7694,9 @@ spell: components: - Somatic - Verbal - descr: "The targets can breathe underwater. \n\n**Heightened (3rd)** The duration increases to 8 hours. \n\n**Heightened (4th)** The duration increases to until your next daily preparations." + descr: "The targets can breathe underwater. \n\n**Heightened (3rd)** The duration\ + \ increases to 8 hours. \n\n**Heightened (4th)** The duration increases to until\ + \ your next daily preparations." duration: 1 hour has_been_manually_proofread: false level: 2 @@ -6340,7 +7721,11 @@ spell: components: - Somatic - Verbal - descr: "The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater. \n\n**Heightened (4th)** The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures." + descr: "The target can walk on the surface of water and other liquids without falling\ + \ through. It can go underwater if it wishes, but in that case it must Swim normally.\ + \ This spell doesn't grant the ability to breathe underwater. \n\n**Heightened\ + \ (4th)** The spell's range increases to 30 feet, the duration increases to 1\ + \ hour, and you can target up to 10 creatures." duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -6367,7 +7752,26 @@ spell: - Material - Somatic - Verbal - descr: "You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web. \n\n**Critical Success** The creature is unaffected, and it doesn't need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square. \n\n**Success** The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square. \n\n**Failure** The creature takes a -10-foot circumstance penalty to its Speeds until the start of its next turn. \n\n**Critical Failure** The creature is immobilized until the start of its next turn, after which it takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition. \n\n**Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet." + descr: "You create a sticky web in the area that impedes creatures' movement each\ + \ time they try to move through it. Squares filled with the web are difficult\ + \ terrain. Each square can be cleared of the web by a single attack or effect\ + \ that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and\ + \ it automatically fails its saving throws. Each time a creature in the web begins\ + \ to use a move action or enters the web during a move action, it must attempt\ + \ an Athletics check or Reflex save against your spell DC to avoid taking a circumstance\ + \ penalty to its Speeds or becoming immobilized. A creature that gets out of the\ + \ web ceases to take a circumstance penalty to its Speed from the web. \n\n**Critical\ + \ Success** The creature is unaffected, and it doesn't need to attempt further\ + \ Athletics checks or saving throws against the web this turn. If it used an Athletics\ + \ check, it clears the web from every square it leaves after leaving the square.\ + \ \n\n**Success** The creature is unaffected during its action. If it used an\ + \ Athletics check, it clears the web from every square it leaves after leaving\ + \ the square. \n\n**Failure** The creature takes a -10-foot circumstance penalty\ + \ to its Speeds until the start of its next turn. \n\n**Critical Failure** The\ + \ creature is immobilized until the start of its next turn, after which it takes\ + \ a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to\ + \ Escape to remove its immobilized condition. \n\n**Heightened (4th)** The spell's\ + \ area increases to a 20-foot burst, and its range increases to 60 feet." duration: 1 minute has_been_manually_proofread: false level: 2 @@ -6391,7 +7795,9 @@ spell: 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. + 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 @@ -6402,7 +7808,8 @@ spell: - abbr: CRB page_start: 321 page_stop: 321 - targets: 1 mindless undead creature with a level no greater than bind undead's spell level + targets: 1 mindless undead creature with a level no greater than bind undead's spell + level traditions: - Arcane - Divine @@ -6416,7 +7823,11 @@ spell: 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." + 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 @@ -6445,7 +7856,9 @@ spell: - 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. + 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 @@ -6470,7 +7883,13 @@ spell: components: - Somatic - Verbal - descr: "You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent. \n\n**Heightened (4th)** You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually." + descr: "You send a message to your target's dream. The message is one-way, up to\ + \ 1 minute of speech (roughly 150 words). If the target is asleep, they receive\ + \ the message instantly. If not, they receive it the next time they sleep. As\ + \ soon as they receive it, the spell ends, and you know the message was sent.\ + \ \n\n**Heightened (4th)** You can target up to 10 creatures you know by name\ + \ and have met in person. You must send the same message to all of them; the spell\ + \ ends for each creature individually." duration: 1 day has_been_manually_proofread: false level: 3 @@ -6496,7 +7915,14 @@ spell: components: - Somatic - Verbal - descr: "Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target falls safely up to 120 feet. \n\n**Failure** The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round. \n\n**Critical Failure** The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute." + descr: "Using the weight of earth, you hamper a target's flight, with effects based\ + \ on its Fortitude save. If the creature reaches the ground safely, it doesn't\ + \ take falling damage. \n\n**Critical Success** The target is unaffected. \n\ + \n**Success** The target falls safely up to 120 feet. \n\n**Failure** The target\ + \ falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate,\ + \ or otherwise leave the ground for 1 round. \n\n**Critical Failure** The target\ + \ falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate,\ + \ or otherwise leave the ground for 1 minute." duration: varies has_been_manually_proofread: false level: 3 @@ -6521,7 +7947,23 @@ spell: components: - Somatic - Verbal - descr: "Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying. Each creature that comes within range has to attempt a save when you Sustain the Spell. If you're speaking, enthrall gains the linguistic trait. \n\n**Critical Success** The target is unaffected and notices that you tried to use magic. \n\n**Success** The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled). \n\n**Failure** The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately. \n\n**Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees with you." + descr: "Your words fascinate your targets. You speak or sing without interruption\ + \ throughout the casting and duration. Targets who notice your speech or song\ + \ might give their undivided attention; each target must attempt a Will save.\ + \ The GM might grant a circumstance bonus (to a maximum of +4) if the target is\ + \ of an opposing religion, ancestry, or political leaning, or is otherwise unlikely\ + \ to agree with what you're saying. Each creature that comes within range has\ + \ to attempt a save when you Sustain the Spell. If you're speaking, enthrall gains\ + \ the linguistic trait. \n\n**Critical Success** The target is unaffected and\ + \ notices that you tried to use magic. \n\n**Success** The target needn't pay\ + \ attention but doesn't notice you tried to use magic (it might notice others\ + \ are enthralled). \n\n**Failure** The target is fascinated with you. It can\ + \ attempt another Will save if it witnesses actions or speech with which it disagrees.\ + \ If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour.\ + \ If the target is subject to a hostile act, or if another creature succeeds at\ + \ a Diplomacy or Intimidation check against it, the fascination ends immediately.\ + \ \n\n**Critical Failure** As failure, but the target can't attempt a save to\ + \ end the fascination if it disagrees with you." duration: sustained has_been_manually_proofread: false level: 3 @@ -6548,7 +7990,10 @@ spell: components: - Somatic - Verbal - descr: "The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet. \n\n**Heightened (6th)** The spell lasts until the next time you make your daily preparations." + descr: "The target's feet transform into fins, improving mobility in the water but\ + \ reducing it on land. The target gains a swim Speed equal to its normal land\ + \ Speed, but its land Speed becomes 5 feet. \n\n**Heightened (6th)** The spell\ + \ lasts until the next time you make your daily preparations." duration: 10 minutes has_been_manually_proofread: false level: 3 @@ -6574,7 +8019,8 @@ spell: components: - Somatic - Verbal - descr: "A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "A roaring blast of fire appears at a spot you designate, dealing 6d6 fire\ + \ damage. \n\n**Heightened (+1)** The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 3 @@ -6600,7 +8046,9 @@ spell: components: - Somatic - Verbal - descr: The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune. + descr: The target weapon becomes translucent and ghostly, and it can affect material + and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal + creature and gains the effects of the ghost touch property rune. duration: 5 minutes has_been_manually_proofread: false level: 3 @@ -6611,7 +8059,8 @@ spell: - abbr: CRB page_start: 340 page_stop: 340 - targets: 1 non-magical weapon that is either unattended or wielded by you or a willing ally + targets: 1 non-magical weapon that is either unattended or wielded by you or a willing + ally traditions: - Arcane - Occult @@ -6625,7 +8074,22 @@ spell: - Material - Somatic - Verbal - descr: You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. + descr: You craft a trap by binding a hostile spell into a symbol. While Casting + this Spell, you also Cast a Spell of a lower spell level to store in the glyph. + The stored spell must take 3 actions or fewer to cast, have a hostile effect, + and target one creature or have an area. You can set a password, a trigger, or + both for the glyph. Any creature that moves, opens, or touches the target container + or enters the target area that doesn't speak the password or that matches the + trigger activates the glyph, releasing the harmful spell within. Once a spell + is stored in the glyph, the glyph gains all the traits of that spell. If the stored + spell targets one or more creatures, it targets the creature that set off the + glyph. If it has an area, that area is centered on the creature that set off the + glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph + counts as a magical trap, using your spell DC for both the Perception check to + notice it and the Thievery check to disable it; both checks require the creature + attempting them to be trained in order to succeed. You can Dismiss glyph of warding. + The maximum number of glyphs of warding you can have active at a time is equal + to your spellcasting ability modifier. duration: unlimited has_been_manually_proofread: false level: 3 @@ -6651,7 +8115,9 @@ spell: components: - Somatic - Verbal - descr: "Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions. \n\n**Heightened (7th)** You can target up to 6 creatures." + descr: "Magic empowers the target to act faster. It gains the quickened condition\ + \ and can use the extra action each round only for Strike and Stride actions.\ + \ \n\n**Heightened (7th)** You can target up to 6 creatures." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -6677,7 +8143,15 @@ spell: components: - Material - Somatic - descr: "You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves. \n\n**Success** The target is unaffected. \n\n**Failure** The target is fascinated by the pattern. \n\n**Critical Failure** The target is fascinated by the pattern. While it remains fascinated, it can't use reactions." + descr: "You create a pattern of shifting colors that hovers in the air in a geometric\ + \ cloud. Creatures are dazzled while inside the pattern. In addition, a creature\ + \ must attempt a Will saving throw if it is inside the pattern when you cast it,\ + \ when it enters the pattern, when it ends its turn within the pattern, or if\ + \ it uses a Seek or Interact action on the pattern. A creature currently fascinated\ + \ by the pattern doesn't attempt new saves. \n\n**Success** The target is unaffected.\ + \ \n\n**Failure** The target is fascinated by the pattern. \n\n**Critical Failure**\ + \ The target is fascinated by the pattern. While it remains fascinated, it can't\ + \ use reactions." duration: sustained up to 1 minute has_been_manually_proofread: false level: 3 @@ -6704,7 +8178,15 @@ spell: components: - Material - Somatic - descr: "You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends. \n\n**Heightened (5th)** The duration increases to 1 hour." + descr: "You and all targets are invisible except to each other as long as you remain\ + \ within the spell's area. If a creature made invisible by this spell leaves the\ + \ spell's area, it becomes visible and remains so even if it returns to the spell's\ + \ area. If any creature made invisible by this spell uses a hostile action, the\ + \ spell ends after the hostile action is completed. While exploring, it's easy\ + \ to move together slowly and remain invisible. This is untenable in a battle,\ + \ however. Once an encounter begins, creatures remain invisible until at most\ + \ the end of the first round, at which point the spell ends. \n\n**Heightened\ + \ (5th)** The duration increases to 1 hour." duration: 10 minutes has_been_manually_proofread: false level: 3 @@ -6727,7 +8209,15 @@ spell: components: - Somatic - Verbal - descr: You defy gravity and levitate the target 5 feet off the ground. For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the concentrate trait. A creature floating in the air from levitate takes a -2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across. + descr: You defy gravity and levitate the target 5 feet off the ground. For the duration + of the spell, you can move the target up or down 10 feet with a single action, + which has the concentrate trait. A creature floating in the air from levitate + takes a -2 circumstance penalty to attack rolls. A floating creature can spend + an Interact action to stabilize itself and negate this penalty for the remainder + of its turn. If the target is adjacent to a fixed object or terrain of suitable + stability, it can move across the surface by climbing (if the surface is vertical, + like a wall) or crawling (if the surface is horizontal, such as a ceiling). The + GM determines which surfaces can be climbed or crawled across. duration: 5 minutes has_been_manually_proofread: false level: 3 @@ -6752,7 +8242,8 @@ spell: components: - Somatic - Verbal - descr: "A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage. \n\n**Heightened (+1)** The damage increases by 1d12." + descr: "A bolt of lightning strikes outward from your hand, dealing 4d12 electricity\ + \ damage. \n\n**Heightened (+1)** The damage increases by 1d12." duration: null has_been_manually_proofread: false level: 3 @@ -6778,7 +8269,16 @@ spell: - Material - Somatic - Verbal - descr: "You learn the direction to the target (if you picked a specific object, such as \"my mother's sword\") or the nearest target (if you picked a type of object, such as \"swords\"). If the target is a specific object, you must have observed it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water. \n\n**Heightened (5th)** You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target." + descr: "You learn the direction to the target (if you picked a specific object,\ + \ such as \"my mother's sword\") or the nearest target (if you picked a type of\ + \ object, such as \"swords\"). If the target is a specific object, you must have\ + \ observed it directly with your own senses. If it's a type of object, you still\ + \ need to have an accurate mental image of the type of object. If there's lead\ + \ or running water between you and the target, this spell can't locate the object.\ + \ This means you might find a type of object farther away if the nearest one is\ + \ behind lead or running water. \n\n**Heightened (5th)** You can target a specific\ + \ creature or ancestry instead of an object, but you must have met or seen up\ + \ close the creature or ancestry you want to target." duration: sustained has_been_manually_proofread: false level: 3 @@ -6805,7 +8305,13 @@ spell: components: - Somatic - Verbal - descr: You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and ends meld into stone. You can Dismiss this spell. + descr: You merge with an adjacent block of stone with enough volume to fit you and + your worn and held possessions. You must touch the stone when you Cast the Spell. + You can hear, but not see, what's going on outside the stone, and you can cast + spells while in the stone as long as they don't require line of effect beyond + the stone. Significant physical damage to the stone while you are inside it expels + you and deals 10d6 damage to you. Passwall expels you without dealing damage and + ends meld into stone. You can Dismiss this spell. duration: 10 minutes has_been_manually_proofread: false level: 3 @@ -6829,7 +8335,16 @@ spell: components: - Somatic - Verbal - descr: "With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour. \n\n**Critical Success** The target perceives vague surface thoughts from you when you Cast the Spell. \n\n**Success** You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. \n\n**Failure** You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours. \n\n**Critical Failure** As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughts again. The target doesn't receive any additional saves." + descr: "With a cursory mental touch, you attempt to read the target's mind. It must\ + \ attempt a Will save. The target then becomes temporarily immune to your mind\ + \ reading for 1 hour. \n\n**Critical Success** The target perceives vague surface\ + \ thoughts from you when you Cast the Spell. \n\n**Success** You find out whether\ + \ the target's Intelligence modifier is higher than, equal to, or lower than yours.\ + \ \n\n**Failure** You perceive vague surface thoughts from the target when you\ + \ Cast the Spell, and you find out whether its Intelligence modifier is higher\ + \ than, equal to, or lower than yours. \n\n**Critical Failure** As failure,\ + \ and for the duration of the spell, you can Sustain the Spell to detect the target's\ + \ surface thoughts again. The target doesn't receive any additional saves." duration: 1 round or sustained up to 1 minute has_been_manually_proofread: false level: 3 @@ -6858,7 +8373,12 @@ spell: - Material - Somatic - Verbal - descr: You erect protective wards that make the target difficult to detect via magic. Nondetection attempts to counteract all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration, counting cantrips as 1st-level spells for this purpose. Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection's target. + descr: You erect protective wards that make the target difficult to detect via magic. + Nondetection attempts to counteract all detection, revelation, and scrying divinations + made against the target or the target's gear throughout the duration, counting + cantrips as 1st-level spells for this purpose. Successfully counteracting a divination + that targets an area or multiple targets negates the effects only for nondetection's + target. duration: 8 hours has_been_manually_proofread: false level: 3 @@ -6884,7 +8404,14 @@ spell: components: - Somatic - Verbal - descr: "You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is stunned 1. \n\n**Failure** The target is paralyzed for 1 round. \n\n**Critical Failure** The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. \n\n**Heightened (7th)** You can target up to 10 creatures." + descr: "You block the target's motor impulses before they can leave its mind, threatening\ + \ to freeze the target in place. The target must attempt a Will save. \n\n**Critical\ + \ Success** The target is unaffected. \n\n**Success** The target is stunned\ + \ 1. \n\n**Failure** The target is paralyzed for 1 round. \n\n**Critical Failure**\ + \ The target is paralyzed for 4 rounds. At the end of each of its turns, it can\ + \ attempt a new Will save to reduce the remaining duration by 1 round, or end\ + \ it entirely on a critical success. \n\n**Heightened (7th)** You can target\ + \ up to 10 creatures." duration: varies has_been_manually_proofread: false level: 3 @@ -6912,7 +8439,13 @@ spell: - Material - Somatic - Verbal - descr: You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you Cast the Spell. + descr: You change the target's text to different text entirely. If the text is a + spellbook or a scroll, you can change it to show a spell you know of secret page's + level or lower. The replacement spell cannot be cast or used to prepare a spell. + You can also transform the text into some other text you have written or have + access to. You can specify a password that allows a creature touching the page + to change the text back and forth. You must choose the replacement text and the + password, if any, when you Cast the Spell. duration: unlimited has_been_manually_proofread: false level: 3 @@ -6937,7 +8470,12 @@ spell: components: - Somatic - Verbal - descr: You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can Dismiss the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size. If there isn't room for the object to return to normal size when the spell ends, the spell's duration continues until the object is in a location large enough to accommodate its normal size. + descr: You shrink the target to roughly the size of a coin. This reduces it to negligible + Bulk. You can Dismiss the spell, and the spell ends if you toss the object onto + a solid surface. The object can't be used to attack or cause damage during the + process of it returning to normal size. If there isn't room for the object to + return to normal size when the spell ends, the spell's duration continues until + the object is in a location large enough to accommodate its normal size. duration: 1 day has_been_manually_proofread: false level: 3 @@ -6961,7 +8499,11 @@ spell: components: - Somatic - Verbal - descr: "You dilate the flow of time around the target, slowing its actions. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is slowed 1 for 1 round. \n\n**Failure** The target is slowed 1 for 1 minute. \n\n**Critical Failure** The target is slowed 2 for 1 minute. \n\n**Heightened (6th)** You can target up to 10 creatures." + descr: "You dilate the flow of time around the target, slowing its actions. \n\n\ + **Critical Success** The target is unaffected. \n\n**Success** The target is\ + \ slowed 1 for 1 round. \n\n**Failure** The target is slowed 1 for 1 minute.\ + \ \n\n**Critical Failure** The target is slowed 2 for 1 minute. \n\n**Heightened\ + \ (6th)** You can target up to 10 creatures." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -6988,7 +8530,13 @@ spell: components: - Somatic - Verbal - descr: "You create a cloud of putrid mist in the area. The cloud functions as obscuring mist except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.) \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is sickened 1. \n\n**Failure** The creature is sickened 1 and slowed 1 while in the cloud. \n\n**Critical Failure** The creature is sickened 2 and slowed 1 until it leaves the cloud." + descr: "You create a cloud of putrid mist in the area. The cloud functions as obscuring\ + \ mist except it sickens creatures that end their turns within the cloud. (The\ + \ concealed condition is not a poison effect.) \n\n**Critical Success** The\ + \ creature is unaffected. \n\n**Success** The creature is sickened 1. \n\n\ + **Failure** The creature is sickened 1 and slowed 1 while in the cloud. \n\n\ + **Critical Failure** The creature is sickened 2 and slowed 1 until it leaves\ + \ the cloud." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -7014,7 +8562,11 @@ spell: components: - Somatic - Verbal - descr: "Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "Your touch leeches the lifeblood out of a target to empower yourself. You\ + \ deal 6d6 negative damage to the target. You gain temporary Hit Points equal\ + \ to half the negative damage the target takes (after applying resistances and\ + \ the like). You lose any remaining temporary Hit Points after 1 minute. \n\n\ + **Heightened (+1)** The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 3 @@ -7043,7 +8595,24 @@ spell: - Material - Somatic - Verbal - descr: "You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. Ammunition from physical ranged attacks-such as arrows, bolts, sling bullets, and other objects of similar size-can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty. The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall. A creature that attempts to fly through the wall using a move action must attempt a Fortitude save. \n\n**Critical Success** The creature can move through the wall normally this turn. \n\n**Success** The flying creature can move through the wall this turn, but the wall is difficult terrain. \n\n**Failure** The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted. \n\n**Critical Failure** As failure, and the creature is pushed 10 feet away from the wall." + descr: "You create a barrier of gusting winds that hinders anything moving through\ + \ it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high.\ + \ The wall stands vertically, but you can shape its path. Though the wall of wind\ + \ distorts the air, it does not hamper sight. The wall has the following effects.\ + \ Ammunition from physical ranged attacks-such as arrows, bolts, sling bullets,\ + \ and other objects of similar size-can't pass through the wall. Attacks with\ + \ bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their\ + \ attack rolls if their paths pass through the wall. Massive ranged weapons and\ + \ spell effects that don't create physical objects pass through the wall with\ + \ no penalty. The wall is difficult terrain to creatures attempting to move overland\ + \ through it. Gases, including creatures in gaseous form, can't pass through the\ + \ wall. A creature that attempts to fly through the wall using a move action must\ + \ attempt a Fortitude save. \n\n**Critical Success** The creature can move through\ + \ the wall normally this turn. \n\n**Success** The flying creature can move\ + \ through the wall this turn, but the wall is difficult terrain. \n\n**Failure**\ + \ The wall stops the movement of the flying creature, and any remaining movement\ + \ from its current action is wasted. \n\n**Critical Failure** As failure, and\ + \ the creature is pushed 10 feet away from the wall." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -7068,7 +8637,36 @@ spell: 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." + 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 @@ -7092,7 +8690,12 @@ spell: 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." + 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 @@ -7117,7 +8720,9 @@ spell: - 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. + 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 @@ -7142,7 +8747,14 @@ spell: 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." + 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 @@ -7170,7 +8782,13 @@ spell: - 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." + 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 @@ -7195,7 +8813,11 @@ spell: components: - Somatic - Verbal - descr: "By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction. \n\n**Heightened (6th)** The duration is until the next time you make your daily preparations." + descr: "By tapping into trace divinatory auras, you detect the presence of scrying\ + \ effects in the area. If detect scrying is higher level than a scrying effect,\ + \ you gain a glimpse of the scrying creature and learn its approximate distance\ + \ and direction. \n\n**Heightened (6th)** The duration is until the next time\ + \ you make your daily preparations." duration: 1 hour has_been_manually_proofread: false level: 4 @@ -7220,7 +8842,14 @@ spell: components: - Somatic - Verbal - descr: "Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you-even if you're carrying it in an extradimensional container-the spell is lost. \n\n**Heightened (5th)** The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour." + descr: "Opening a door that bypasses normal space, you instantly transport yourself\ + \ and any items you're wearing and holding from your current space to a clear\ + \ space within range you can see. If this would bring another creature with you-even\ + \ if you're carrying it in an extradimensional container-the spell is lost. \n\ + \n**Heightened (5th)** The range increases to 1 mile. You don't need to be able\ + \ to see your destination, as long as you have been there in the past and know\ + \ its relative location and distance from you. You are temporarily immune for\ + \ 1 hour." duration: null has_been_manually_proofread: false level: 4 @@ -7245,7 +8874,13 @@ spell: components: - Somatic - Verbal - descr: "You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The effect's duration is 1 minute. \n\n**Failure** The effect's duration is 10 minutes. \n\n**Critical Failure** The effect's duration is 1 hour." + descr: "You interfere with the target's ability to teleport and travel between dimensions.\ + \ Dimensional anchor attempts to counteract any teleportation effect, or any effect\ + \ that would move the target to a different plane. The duration is determined\ + \ by the target's Will save. \n\n**Critical Success** The target is unaffected.\ + \ \n\n**Success** The effect's duration is 1 minute. \n\n**Failure** The effect's\ + \ duration is 10 minutes. \n\n**Critical Failure** The effect's duration is\ + \ 1 hour." duration: varies has_been_manually_proofread: false level: 4 @@ -7271,7 +8906,8 @@ spell: components: - Somatic - Verbal - descr: Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies. + descr: Falsehoods ring in your ears like discordant notes. You gain a +4 status + bonus to Perception checks when someone Lies. duration: 10 minutes has_been_manually_proofread: false level: 4 @@ -7298,7 +8934,11 @@ spell: components: - Somatic - Verbal - descr: "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do. \n\n**Heightened (+2)** The cold resistance increases by 5, and the fire damage increases by 1d6." + descr: "You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally,\ + \ adjacent creatures that hit you with a melee attack, as well as creatures that\ + \ touch you or hit you with an unarmed attack, take 2d6 fire damage each time\ + \ they do. \n\n**Heightened (+2)** The cold resistance increases by 5, and the\ + \ fire damage increases by 1d6." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -7322,7 +8962,9 @@ spell: components: - Somatic - Verbal - descr: "The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater. \n\n**Heightened (7th)** The duration increases to 1 hour." + descr: "The target can soar through the air, gaining a fly Speed equal to its Speed\ + \ or 20 feet, whichever is greater. \n\n**Heightened (7th)** The duration increases\ + \ to 1 hour." duration: 5 minutes has_been_manually_proofread: false level: 4 @@ -7347,7 +8989,11 @@ spell: components: - Somatic - Verbal - descr: You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell. + descr: You repel effects that would hinder a creature or slow its movement. While + under this spell's effect, the target ignores effects that would give them a circumstance + penalty to Speed. When they attempt to Escape an effect that has them immobilized, + grabbed, or restrained, they automatically succeed unless the effect is magical + and of a higher level than the freedom of movement spell. duration: 10 minutes has_been_manually_proofread: false level: 4 @@ -7372,7 +9018,11 @@ spell: components: - Somatic - Verbal - descr: The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell. + descr: The target transforms into a vaporous state. In this state, the target is + amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage + and is immune to precision damage. It can't cast spells, activate items, or use + actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet + and can slip through tiny cracks. The target can Dismiss the spell. duration: 5 minutes has_been_manually_proofread: false level: 4 @@ -7399,7 +9049,15 @@ spell: components: - Somatic - Verbal - descr: You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast). + descr: You create an immobile globe around yourself that attempts to counteract + any spell from outside the globe whose area or targets enter into the globe, as + if the globe were a dispel magic spell 1 level lower than its actual spell level. + If the counteract attempt succeeds, it prevents only the portion of the spell + that would have entered the globe (so if the spell also has targets outside the + globe, or part of its area is beyond the globe, those targets or that area is + affected normally). You must form the sphere in an unbroken open space, so its + edges don't pass through any creatures or objects, or the spell is lost (though + creatures can enter the globe after the spell is cast). duration: 10 minutes has_been_manually_proofread: false level: 4 @@ -7425,7 +9083,12 @@ spell: - Material - Somatic - Verbal - descr: "You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion. \n\n**Heightened (5th)** Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures)." + descr: "You create an illusion that causes natural terrain to look, sound, feel,\ + \ and smell like a different kind of terrain. This doesn't disguise any structures\ + \ or creatures in the area. Any creature that touches the illusion or uses the\ + \ Seek action to examine it can attempt to disbelieve your illusion. \n\n**Heightened\ + \ (5th)** Your image can also disguise structures or create illusory structures\ + \ (but still doesn't disguise creatures)." duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 4 @@ -7452,7 +9115,15 @@ spell: - Material - Somatic - Verbal - descr: "You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save. \n\n**Critical Success** The target suffers no adverse effects and is temporarily immune for 1 week. \n\n**Success** The target experiences the nightmares but suffers no adverse effects other than unpleasant memories. \n\n**Failure** The target experiences the nightmares and awakens fatigued. \n\n**Critical Failure** The target experiences the nightmares, awakens fatigued, and is drained 2 until it is no longer fatigued." + descr: "You send disturbing nightmares to your target. The next time the target\ + \ falls asleep, it must attempt a Will save. If you know the target only by name\ + \ and have never met them, the target gets a +4 circumstance bonus to the Will\ + \ save. \n\n**Critical Success** The target suffers no adverse effects and is\ + \ temporarily immune for 1 week. \n\n**Success** The target experiences the\ + \ nightmares but suffers no adverse effects other than unpleasant memories. \n\ + \n**Failure** The target experiences the nightmares and awakens fatigued. \n\ + \n**Critical Failure** The target experiences the nightmares, awakens fatigued,\ + \ and is drained 2 until it is no longer fatigued." duration: 1 day has_been_manually_proofread: false level: 4 @@ -7478,7 +9149,15 @@ spell: components: - Somatic - Verbal - descr: "You afflict the target with a curse that makes its presence abrasive and off -putting. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent). \n\n**Failure** As success, but the effect is permanent. \n\n**Critical Failure** As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse." + descr: "You afflict the target with a curse that makes its presence abrasive and\ + \ off -putting. The target must attempt a Will save. \n\n**Critical Success**\ + \ The target is unaffected. \n\n**Success** For 10 minutes, the target must\ + \ roll twice and use the worse result whenever attempting a Deception, Diplomacy,\ + \ Intimidation, or Performance check, and creatures they encounter have an initial\ + \ attitude toward them of one step worse (for instance, unfriendly instead of\ + \ indifferent). \n\n**Failure** As success, but the effect is permanent. \n\ + \n**Critical Failure** As failure, and creatures that the target encounters have\ + \ an initial attitude toward them of two steps worse." duration: null has_been_manually_proofread: false level: 4 @@ -7508,7 +9187,18 @@ spell: components: - Somatic - Verbal - descr: "You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes 4d6 mental damage and is frightened 1. \n\n**Failure** The target takes 8d6 mental damage and is frightened 2. \n\n**Critical Failure** The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait. \n\n**Heightened (+1)** The damage increases by 2d6 on a failure and by 3d6 on a critical failure." + descr: "You create a phantasmal image of the most fearsome creature imaginable to\ + \ the target. Only the spell's target can see the killer, though you can see the\ + \ vague shape of the illusion as it races forth to attack. The effect of the killer\ + \ is based on the outcome of the target's Will save. \n\n**Critical Success**\ + \ The target is unaffected. \n\n**Success** The target takes 4d6 mental damage\ + \ and is frightened 1. \n\n**Failure** The target takes 8d6 mental damage and\ + \ is frightened 2. \n\n**Critical Failure** The target is so afraid it might\ + \ die. It must attempt a Fortitude save; if the target fails, it dies. On a successful\ + \ Fortitude save, the target takes 12d6 mental damage, is fleeing until the end\ + \ of its next turn, and is frightened 4. This effect has the incapacitation trait.\ + \ \n\n**Heightened (+1)** The damage increases by 2d6 on a failure and by 3d6\ + \ on a critical failure." duration: null has_been_manually_proofread: false level: 4 @@ -7539,7 +9229,10 @@ spell: - Material - Somatic - Verbal - descr: From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area. + descr: From outside, the area looks like a bank of impenetrable black fog. Sensory + stimuli (such as sounds, smells, and light) don't pass from inside the area to + outside the area. Scrying spells can't perceive any stimuli from the area, and + mind-reading effects don't work in the area. duration: 24 hours has_been_manually_proofread: false level: 4 @@ -7564,7 +9257,14 @@ spell: components: - Somatic - Verbal - descr: "You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save. \n\n**Critical Success** The target disrupts the sphere's integrity, causing it to collapse entirely. \n\n**Success** The sphere functions normally but has only 10 Hit Points instead of 40. \n\n**Failure** The sphere has its normal effect." + descr: "You create an immobile sphere of force to either trap or protect the target,\ + \ blocking anything that would pass through the sphere. The sphere has AC 5, Hardness\ + \ 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate\ + \ destroys the sphere instantly. If the target is unwilling, the effects of the\ + \ sphere depend on the target's Reflex save. \n\n**Critical Success** The target\ + \ disrupts the sphere's integrity, causing it to collapse entirely. \n\n**Success**\ + \ The sphere functions normally but has only 10 Hit Points instead of 40. \n\ + \n**Failure** The sphere has its normal effect." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -7590,7 +9290,19 @@ spell: - Material - Somatic - Verbal - descr: You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope.The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own.If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below. + descr: You cause the target rope to rise vertically into the air. Where it ends, + an extradimensional space opens, connected to the top of the rope. This space + can be reached only by climbing the rope.The entrance to the space can't be seen, + and it can be pinpointed only by the presence of the rope. The rope can't be removed + or hidden, though it can be detached from the extradimensional space by pulling + it with 16,000 pounds of weight, critically succeeding at an Athletics check against + the spell's DC, or destroying the rope. The space holds up to eight Medium creatures + and their gear. A Large creature counts as two Medium creatures, a Huge creature + counts as four Medium creatures, and a Gargantuan creature fills the space on + its own.If the rope is detached or destroyed, or if a creature attempts to enter + the space that would put it over its capacity, the space begins to unravel. It + disappears in 1d4 rounds, depositing the creatures within safely on the ground + below. duration: 8 hours has_been_manually_proofread: false level: 4 @@ -7616,7 +9328,12 @@ spell: components: - Somatic - Verbal - descr: "You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature falls prone atop the stone. \n\n**Critical Failure** The creature falls off the stone (if applicable) and lands prone." + descr: "You shape the stone into a rough shape of your choice. The shaping process\ + \ is too crude to produce intricate parts, fine details, moving pieces, or the\ + \ like. Any creatures standing atop the stone when you reshape it must each attempt\ + \ a Reflex save or Acrobatics check. \n\n**Success** The creature is unaffected.\ + \ \n\n**Failure** The creature falls prone atop the stone. \n\n**Critical Failure**\ + \ The creature falls off the stone (if applicable) and lands prone." duration: null has_been_manually_proofread: false level: 4 @@ -7643,7 +9360,9 @@ spell: - Material - Somatic - Verbal - descr: You conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist, except that the area is also difficult terrain. You can Dismiss the spell. + descr: You conjure a bank of fog so thick it impedes movement as well as sight. + This functions as obscuring mist, except that the area is also difficult terrain. + You can Dismiss the spell. duration: 1 minute has_been_manually_proofread: false level: 4 @@ -7669,7 +9388,12 @@ spell: components: - Somatic - Verbal - descr: You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity. + descr: You ward a creature against the effects of a single spell. Choose a spell + and name it aloud as part of the verbal component. Spell immunity attempts to + counteract that spell whenever spell immunity's target is the target of the named + spell or in that spell's area. Successfully counteracting a spell that targets + an area or multiple targets with spell immunity negates the effects only for the + target affected by spell immunity. duration: 24 hours has_been_manually_proofread: false level: 4 @@ -7694,7 +9418,11 @@ spell: components: - Somatic - Verbal - descr: "The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute. \n\n**Heightened (6th)** The resistance increases to 10. \n\n**Heightened (8th)** The resistance increases to 15. \n\n**Heightened (10th)** The resistance increases to 20." + descr: "The target's skin hardens like stone. It gains resistance 5 to physical\ + \ damage, except adamantine. Each time the target is hit by a bludgeoning, piercing,\ + \ or slashing attack, stoneskin's duration decreases by 1 minute. \n\n**Heightened\ + \ (6th)** The resistance increases to 10. \n\n**Heightened (8th)** The resistance\ + \ increases to 15. \n\n**Heightened (10th)** The resistance increases to 20." duration: 20 minutes has_been_manually_proofread: false level: 4 @@ -7719,7 +9447,18 @@ spell: components: - Somatic - Verbal - descr: "Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected and knows you tried to control it. \n\n**Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. \n\n**Failure** The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects. \n\n**Critical Failure** As failure, but the base duration is 1 hour. \n\n**Heightened (8th)** You can target up to 10 creatures." + descr: "Your honeyed words are difficult for creatures to resist. You suggest a\ + \ course of action to the target, which must be phrased in such a way as to seem\ + \ like a logical course of action to the target and can't be self-destructive\ + \ or obviously against the target's self-interest. The target must attempt a Will\ + \ save. \n\n**Critical Success** The target is unaffected and knows you tried\ + \ to control it. \n\n**Success** The target is unaffected and thinks you were\ + \ talking to them normally, not casting a spell on them. \n\n**Failure** The\ + \ target immediately follows your suggestion. The spell has a duration of 1 minute,\ + \ or until the target has completed a finite suggestion or the suggestion becomes\ + \ self-destructive or has other obvious negative effects. \n\n**Critical Failure**\ + \ As failure, but the base duration is 1 hour. \n\n**Heightened (8th)** You\ + \ can target up to 10 creatures." duration: varies has_been_manually_proofread: false level: 4 @@ -7747,7 +9486,12 @@ spell: components: - Somatic - Verbal - descr: "You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you. \n\n**Heightened (6th)** Telepathy loses the linguistic trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language." + descr: "You can communicate telepathically with creatures within 30 feet. Once you\ + \ establish a connection by communicating with a creature, the communication is\ + \ two-way. You can communicate only with creatures that share a language with\ + \ you. \n\n**Heightened (6th)** Telepathy loses the linguistic trait. You can\ + \ communicate telepathically with creatures using shared mental imagery even if\ + \ you don't share a language." duration: 10 minutes has_been_manually_proofread: false level: 4 @@ -7772,7 +9516,22 @@ spell: components: - Somatic - Verbal - descr: "You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not precise enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target; for example, you could make one target appear to be a dwarf and another an elf. Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained. You can Dismiss any or all of these disguises. \n\n**Heightened (5th)** The spell also disguises the targets' voices and scents; it gains the auditory trait. \n\n**Heightened (7th)** The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents; it gains the auditory trait." + descr: "You disguise the targets as other creatures of the same body shape and roughly\ + \ similar height (within 6 inches) and weight (within 50 pounds). The disguise\ + \ can hide the targets' identities or let them appear to be of another ancestry,\ + \ but it's not precise enough to impersonate specific individuals. The spell doesn't\ + \ change voice, scent, or mannerisms. You choose the disguise for each target;\ + \ for example, you could make one target appear to be a dwarf and another an elf.\ + \ Casting veil counts as setting up a disguise for the purpose of the Impersonate\ + \ action. It allows the target to ignore any circumstance penalties they might\ + \ take for being disguised as dissimilar creatures, and it gives the targets a\ + \ +4 status bonus to Deception checks to prevent others from seeing through their\ + \ disguises, and add their level even if untrained. You can Dismiss any or all\ + \ of these disguises. \n\n**Heightened (5th)** The spell also disguises the\ + \ targets' voices and scents; it gains the auditory trait. \n\n**Heightened (7th)**\ + \ The targets can appear as any creature of the same size, even specific individuals.\ + \ You must have seen an individual to reproduce their appearance. The spell also\ + \ disguises the targets' voices and scents; it gains the auditory trait." duration: 1 hour has_been_manually_proofread: false level: 4 @@ -7798,7 +9557,14 @@ spell: - Material - Somatic - Verbal - descr: "You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage. \n\n**Heightened (+1)** The fire damage increases by 1d6." + descr: "You raise a blazing wall that burns creatures passing through it. You create\ + \ either a 5-foot-thick wall of flame in a straight line up to 60 feet long and\ + \ 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same\ + \ height. The wall stands vertically in either form; if you wish, the wall can\ + \ be of a shorter length or height. Everything on each side of the wall is concealed\ + \ from creatures on the opposite side. Any creature that crosses the wall or is\ + \ occupying the wall's area at the start of its turn takes 4d6 fire damage. \n\ + \n**Heightened (+1)** The fire damage increases by 1d6." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -7824,7 +9590,16 @@ spell: components: - Somatic - Verbal - descr: "You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The target takes half damage. \n\n**Failure** The target takes full damage. \n\n**Critical Failure** The target takes double damage and is subject to the weapon's critical specialization effect. \n\n**Heightened (+1)** Add another damage die." + descr: "You swing a weapon you're holding, and the weapon magically multiplies into\ + \ duplicates that swipe at all creatures in either a cone or an emanation. This\ + \ flurry deals four dice of damage to creatures in the area. This damage has the\ + \ same type as the weapon and uses the same die size. Determine the die size as\ + \ if you were attacking with the weapon; for instance, if you were wielding a\ + \ two-hand weapon in both hands, you'd use its two-hand damage die. \n\n**Critical\ + \ Success** The creature is unaffected. \n\n**Success** The target takes half\ + \ damage. \n\n**Failure** The target takes full damage. \n\n**Critical Failure**\ + \ The target takes double damage and is subject to the weapon's critical specialization\ + \ effect. \n\n**Heightened (+1)** Add another damage die." duration: null has_been_manually_proofread: false level: 4 @@ -7848,7 +9623,17 @@ spell: 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." + 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 @@ -7878,7 +9663,16 @@ spell: - 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. + 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 @@ -7903,7 +9697,41 @@ spell: - 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." + 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 @@ -7927,7 +9755,13 @@ spell: 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." + 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 @@ -7954,7 +9788,10 @@ spell: - 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." + 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 @@ -7982,7 +9819,8 @@ spell: 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." + 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 @@ -8008,7 +9846,9 @@ spell: 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. + 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 @@ -8034,7 +9874,15 @@ spell: 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." + 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 @@ -8059,7 +9907,14 @@ spell: cast: somatic components: - Somatic - descr: "The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd-for instance, a barbarian at full health appears to be slain by 2 damage-the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too. \n\n**Heightened (7th)** The spell doesn't end if the target uses hostile actions." + descr: "The target appears to fall down dead, though it actually turns invisible.\ + \ Its illusory corpse remains where it fell, complete with a believable fatal\ + \ wound. This illusion looks and feels like a dead body. If the target's death\ + \ seems absurd-for instance, a barbarian at full health appears to be slain by\ + \ 2 damage-the GM can grant the attacker an immediate Perception check to disbelieve\ + \ the illusion. If the target uses hostile actions, the spell ends. This ends\ + \ the entire spell, so the illusory corpse disappears too. \n\n**Heightened (7th)**\ + \ The spell doesn't end if the target uses hostile actions." duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -8085,7 +9940,36 @@ spell: components: - Somatic - Verbal - descr: "You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. \n\nYou gain the following statistics and abilities regardless of which battle form you choose: \n\n * AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Darkvision.\n\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead.\n\n * Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher.\n\n \n\nYou also gain specific abilities based on the type of elemental you choose:\n\n * **Air** fly Speed 80 feet, movement doesn't trigger reactions; **Melee** |1| gust, **Damage** 1d4 bludgeoning.\n\n * **Earth** Speed 20 feet, burrow Speed 20 feet; **Melee** |1| fist, **Damage** 2d10 bludgeoning.\n\n * **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; **Melee** |1| tendril , **Damage** 1d8 fire plus 1d4 persistent fire.\n\n * **Water** Speed 20 feet, swim Speed 60 feet; fire resistance 5; **Melee** |1| wave, **Damage** 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.\n\n \n\n**Heightened (6th)** Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23. \n\n**Heightened (7th)** Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25." + descr: "You call upon the power of the planes to transform into a Medium elemental\ + \ battle form. When you cast this spell, choose air, earth, fire, or water. While\ + \ in this form, you gain the corresponding trait and the elemental trait. You\ + \ have hands in this battle form and can take manipulate actions. You can Dismiss\ + \ the spell. \n\nYou gain the following statistics and abilities regardless of\ + \ which battle form you choose: \n\n * AC = 19 + your level. Ignore your armor's\ + \ check penalty and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Darkvision.\n\ + \n * One or more unarmed melee attacks specific to the battle form you choose,\ + \ which are the only attacks you can use. You're trained with them. Your attack\ + \ modifier is +18, and your damage bonus is +9. These are Dexterity based (air\ + \ or fire) or Strength based (earth or water). If your corresponding unarmed attack\ + \ modifier is higher, you can use it instead.\n\n * Acrobatics (air or fire) or\ + \ Athletics (earth or water) modifier of +20; ignore this change if your own modifier\ + \ is higher.\n\n \n\nYou also gain specific abilities based on the type of elemental\ + \ you choose:\n\n * **Air** fly Speed 80 feet, movement doesn't trigger reactions;\ + \ **Melee** |1| gust, **Damage** 1d4 bludgeoning.\n\n * **Earth** Speed 20 feet,\ + \ burrow Speed 20 feet; **Melee** |1| fist, **Damage** 2d10 bludgeoning.\n\n *\ + \ **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water;\ + \ **Melee** |1| tendril , **Damage** 1d8 fire plus 1d4 persistent fire.\n\n *\ + \ **Water** Speed 20 feet, swim Speed 60 feet; fire resistance 5; **Melee** |1|\ + \ wave, **Damage** 1d12 bludgeoning, and you can spend an action immediately after\ + \ a hit to push the target 5 feet with the effects of a successful Shove.\n\n\ + \ \n\n**Heightened (6th)** Your battle form is Large and your attacks have 10-foot\ + \ reach. You must have space to expand or the spell is lost. You instead gain\ + \ AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus\ + \ of +13, and Acrobatics or Athletics +23. \n\n**Heightened (7th)** Your battle\ + \ form is Huge and your attacks have 15-foot reach. You must have space to expand\ + \ or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP,\ + \ an attack modifier of +25, a damage bonus of +11, double the number of damage\ + \ dice (including persistent damage), and Acrobatics or Athletics +25." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -8111,7 +9995,13 @@ spell: - Material - Somatic - Verbal - descr: You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area. + descr: You create a false image that fools any attempts to scry on an area. Any + scrying spell sees, hears, smells, and otherwise detects whatever you wish within + the area, rather than what is actually in the area. You can Sustain the Spell + each round to change the illusion as you desire, including playing out a complex + scene. If the scrying spell is of a higher level than false vision, the scryer + can attempt a Perception check to disbelieve the illusion, though even if they're + successful, they can't learn what's truly going on in the area. duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 5 @@ -8136,7 +10026,29 @@ spell: components: - Material - Somatic - descr: "The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn't, or see a tower in the center of town. The target can attempt an initial Will save, with effects below. They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature perceives what you chose until it disbelieves, but it knows what the hallucination is. \n\n**Failure** The creature perceives what you chose until it disbelieves. \n\n**Critical Failure** The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a -4 circumstance penalty to saves to disbelieve. \n\n**Heightened (6th)** Choose to either target up to 10 creatures or change the spell's duration to until the next time you make your daily preparations. \n\n**Heightened (8th)** Choose to either target any number of creatures or change the spell's duration to unlimited." + descr: "The target consistently detects one thing as another, can't detect something\ + \ that's there, or detects something that's not there, though it doesn't alter\ + \ their beliefs. You choose which of these effects applies, and you determine\ + \ the specifics of the hallucination. For example, you could make the target see\ + \ all elves as humans, be unable to detect the presence of their brother, see\ + \ their beloved pocket watch on their person even when it isn't, or see a tower\ + \ in the center of town. The target can attempt an initial Will save, with effects\ + \ below. They also receive a Will save to disbelieve the hallucination every time\ + \ they Seek or directly interact with the hallucination. For example, the target\ + \ could attempt to disbelieve the hallucination each time they interacted with\ + \ an elf, bumped into their brother accidentally, tried to check their pocket\ + \ watch, or studied the tower. The target can attempt to disbelieve with a large\ + \ circumstance bonus in situations determined by the GM, such as if the target\ + \ attempted to climb the nonexistent tower. \n\n**Critical Success** The creature\ + \ is unaffected. \n\n**Success** The creature perceives what you chose until\ + \ it disbelieves, but it knows what the hallucination is. \n\n**Failure** The\ + \ creature perceives what you chose until it disbelieves. \n\n**Critical Failure**\ + \ The creature perceives what you chose until it disbelieves, and it trusts its\ + \ false senses, taking a -4 circumstance penalty to saves to disbelieve. \n\n\ + **Heightened (6th)** Choose to either target up to 10 creatures or change the\ + \ spell's duration to until the next time you make your daily preparations. \n\ + \n**Heightened (8th)** Choose to either target any number of creatures or change\ + \ the spell's duration to unlimited." duration: 1 hour has_been_manually_proofread: false level: 5 @@ -8163,7 +10075,30 @@ spell: components: - Somatic - Verbal - descr: "You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell. When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success. \n\n**Heightened (6th)** Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor. \n\n**Heightened (8th)** As the 6th-level version, and the duration is unlimited." + descr: "You form an imaginary scene that includes up to 10 discrete creatures or\ + \ objects of various sizes, all of which must be within the spell's area. These\ + \ elements generate appropriate sounds and smells, and they feel right to the\ + \ touch. Elements of an illusory scene are incapable of speech. Unlike with the\ + \ illusory creature spell, creatures in your scene lack combat abilities and statistics.\ + \ Your scene doesn't include changes to the environment around it, though you\ + \ can place your scene within the illusory environment of a hallucinatory terrain\ + \ spell. When you create the scene, you can choose to have it be static or follow\ + \ a program. Though a static scene is stationary, it includes basic natural movement.\ + \ For example, wind blowing on an illusory piece of paper would rustle it. A program\ + \ can be up to 1 minute long and repeats when finished. For instance, you could\ + \ create a scene of two orcs fighting each other, and the fight would go the same\ + \ way for each repetition. If you create a loop, the two fighters end up in the\ + \ same place at the start of the scene and at the end of it, but you can smooth\ + \ the program so it's hard to tell when the loop ends and begins. Anyone observing\ + \ the scene for more than a few minutes almost always notices it looping. You're\ + \ unable to alter the program after you create the illusion. Any creature that\ + \ touches any part of the image or uses the Seek action to examine it can attempt\ + \ to disbelieve your illusion. If they interact with a portion of the illusion,\ + \ they disbelieve only that portion. They disbelieve the entire scene only on\ + \ a critical success. \n\n**Heightened (6th)** Creatures or objects in your\ + \ scene can speak. You must speak the specific lines for each actor when creating\ + \ your program. The spell disguises your voice for each actor. \n\n**Heightened\ + \ (8th)** As the 6th-level version, and the duration is unlimited." duration: 1 hour has_been_manually_proofread: false level: 5 @@ -8189,7 +10124,14 @@ spell: components: - Somatic - Verbal - descr: "You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse. \n\n**Failure** The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1. \n\n**Critical Failure** As failure, but the target becomes sickened 2." + descr: "You afflict the target with the curse of the roiling, unforgiving sea. The\ + \ target must attempt a Will save. \n\n**Critical Success** The target is unaffected.\ + \ \n\n**Success** The target becomes sickened 1. Reducing its sickened condition\ + \ to 0 ends the curse. \n\n**Failure** The target becomes sickened 1 and can't\ + \ reduce its sickened condition below 1 while the curse remains. The curse can\ + \ be lifted by remove curse or similar magic. Whenever the target is sickened\ + \ and on the water at least a mile from shore, it is also slowed 1. \n\n**Critical\ + \ Failure** As failure, but the target becomes sickened 2." duration: null has_been_manually_proofread: false level: 5 @@ -8218,7 +10160,17 @@ spell: - Material - Somatic - Verbal - descr: "You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. \n\n**Success** The target is unaffected. \n\n**Failure** Each round of the spell's duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. \n\n**Critical Failure** As failure, and the target takes a -4 circumstance penalty to Deception checks against your questions." + descr: "You cast your thoughts through a creature's mind, sifting for information.\ + \ You access the target's memories and knowledge unless it fends you off with\ + \ a Will save. \n\n**Success** The target is unaffected. \n\n**Failure** Each\ + \ round of the spell's duration, you can Sustain the Spell to ask a different\ + \ question and attempt to uncover the answer. For each question, the target can\ + \ attempt a Deception check against your spell DC; if the target succeeds, you\ + \ don't learn the answer, and on a critical success, the target gives you a false\ + \ answer that you believe is truthful Once you've asked the target a given question,\ + \ asking it again, even with a separate casting of mind probe, produces the same\ + \ result. \n\n**Critical Failure** As failure, and the target takes a -4 circumstance\ + \ penalty to Deception checks against your questions." duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -8242,12 +10194,22 @@ spell: trigger: null type: Spell - action_abbr: '2' - area: 5-foot-wide, 10-foot-tall, 10-foot deep section of wooden, plaster, or stone wall + area: 5-foot-wide, 10-foot-tall, 10-foot deep section of wooden, plaster, or stone + wall cast: somatic, verbal components: - Somatic - Verbal - descr: "You create a visible tunnel through the wall in the chosen area, replacing the area with empty space. If the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure. When the spell ends, anyone inside the tunnel is shunted to the nearest exit. \n\n**Heightened (7th)** The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance appear completely normal (unless viewed with true seeing or a similar effect), despite the tunnel's existence. The tunnel's entrance functions as a solid wall, but you can specify a password or a trigger (page 305), allowing creatures to enter the tunnel freely." + descr: "You create a visible tunnel through the wall in the chosen area, replacing\ + \ the area with empty space. If the wall is thicker than 10 feet, the tunnel ends\ + \ 10 feet in. Even a small layer of metal in the wall prevents this spell from\ + \ functioning. This spell doesn't reduce the integrity of the structure. When\ + \ the spell ends, anyone inside the tunnel is shunted to the nearest exit. \n\ + \n**Heightened (7th)** The tunnel can be up to 20 feet deep. The areas of the\ + \ wall that contain your tunnel's entrance appear completely normal (unless viewed\ + \ with true seeing or a similar effect), despite the tunnel's existence. The tunnel's\ + \ entrance functions as a solid wall, but you can specify a password or a trigger\ + \ (page 305), allowing creatures to enter the tunnel freely." duration: 1 hour has_been_manually_proofread: false level: 5 @@ -8274,7 +10236,15 @@ spell: - Material - Somatic - Verbal - descr: You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell. + descr: You create an invisible, floating eye, 1 inch in diameter, at a location + you can see within 500 feet. It sees in all directions with your normal visual + senses and continuously transmits what it sees to you. The first time you Sustain + the Spell each round, you can either move the eye up to 30 feet, seeing only things + in front of the eye, or move it up to 10 feet, seeing everything in all directions + around it. There is no limit to how far from you the eye can move, but the spell + ends immediately if you and the eye ever cease to be on the same plane of existence. + You can attempt Seek actions through the eye if you want to attempt Perception + checks with it. Any damage dealt to the eye destroys it and ends the spell. duration: sustained has_been_manually_proofread: false level: 5 @@ -8301,7 +10271,8 @@ spell: - Material - Somatic - Verbal - descr: You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. + descr: You send the creature a mental message of 25 words or fewer, and it can respond + immediately with its own message of 25 words or fewer. duration: null has_been_manually_proofread: false level: 5 @@ -8326,7 +10297,11 @@ spell: cast: verbal components: - Verbal - descr: Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage, but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt. + descr: Exchanging material energy with that of the Shadow Plane, you transform the + triggering spell into a partially illusory version of itself. Attempt to counteract + the target spell. If the attempt is successful, any creatures that would be damaged + by the spell instead take only half as much damage, but the spell otherwise works + as normal. Treat shadow siphon's counteract level as 2 higher for this attempt. duration: null has_been_manually_proofread: false level: 5 @@ -8352,7 +10327,19 @@ spell: - Material - Somatic - Verbal - descr: You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together). + descr: You access the Shadow Plane, using its warped nature to spread your travels. + The targets enter the edge of the Shadow Plane where it borders the Material Plane. + Targets can't see the Material Plane while on the Shadow Plane (although elements + of that plane can sometimes be a hazy reflection of the Material Plane). While + on the Shadow Plane, the targets are exposed to potential encounters with that + plane's denizens. The shadows on the border between the planes bend space, speeding + up your movement with respect to the Material Plane. Every 3 minutes the targets + travel along this border, they move as far as they would through the Material + Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although + this affects only that target. The shadow bending is inexact, so when the spell + ends, the targets appear roughly 1 mile from their intended location on the Material + Plane (though those who are traveling together and Dismiss the spell at the same + point on the Plane of Shadow appear together). duration: 8 hours has_been_manually_proofread: false level: 5 @@ -8379,7 +10366,21 @@ spell: components: - Somatic - Verbal - descr: "You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs (as described on page 305). You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected and knows you tried to control it. \n\n**Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. \n\n**Failure** The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects. \n\n**Critical Failure** As failure, but the duration is 1 hour. \n\n**Heightened (9th)** You can target up to 10 creatures." + descr: "You implant a subconscious suggestion deep within the target's mind for\ + \ them to follow when a trigger you specify occurs (as described on page 305).\ + \ You suggest a course of action to the target. Your directive must be phrased\ + \ in such a way as to seem like a logical course of action to the target, and\ + \ it can't be self-destructive or obviously against the target's self-interest.\ + \ The target must attempt a Will save. \n\n**Critical Success** The target is\ + \ unaffected and knows you tried to control it. \n\n**Success** The target is\ + \ unaffected and thinks you were talking to them normally, not casting a spell\ + \ on them. \n\n**Failure** The suggestion remains in the target's subconscious\ + \ until the next time you prepare. If the trigger occurs before then, the target\ + \ immediately follows your suggestion. The effect has a duration of 1 minute,\ + \ or until the target has completed a finite suggestion or the suggestion becomes\ + \ self-destructive or has other obvious negative effects. \n\n**Critical Failure**\ + \ As failure, but the duration is 1 hour. \n\n**Heightened (9th)** You can\ + \ target up to 10 creatures." duration: varies has_been_manually_proofread: false level: 5 @@ -8408,7 +10409,11 @@ spell: - Material - Somatic - Verbal - descr: "You conjure a dragon to fight for you. This works like summon animal, except you summon a common creature that has the dragon trait and whose level is 5 or lower. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure a dragon to fight for you. This works like summon animal, except\ + \ you summon a common creature that has the dragon trait and whose level is 5\ + \ or lower. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level\ + \ 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\ + \n**Heightened (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -8430,7 +10435,9 @@ spell: components: - Somatic - Verbal - descr: You move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move. + descr: You move the target up to 20 feet, potentially suspending it in midair. When + you Sustain the Spell, you can do so again, or you can choose a different eligible + target to move. duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -8455,7 +10462,8 @@ spell: - Material - Somatic - Verbal - descr: The targets can communicate telepathically with any or all of the other targets from any point on the same planet. + descr: The targets can communicate telepathically with any or all of the other targets + from any point on the same planet. duration: 8 hours has_been_manually_proofread: false level: 5 @@ -8481,7 +10489,11 @@ spell: components: - Somatic - Verbal - descr: "The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is. \n\n**Heightened (7th)** The duration is 8 hours." + descr: "The target can understand all words regardless of language and also speak\ + \ the languages of other creatures. When in a mixed group of creatures, each time\ + \ the target speaks, it can choose a creature and speak in a language that creature\ + \ understands, even if the target doesn't know what language that is. \n\n**Heightened\ + \ (7th)** The duration is 8 hours." duration: 1 hour has_been_manually_proofread: false level: 5 @@ -8508,7 +10520,22 @@ spell: - Material - Somatic - Verbal - descr: "You sculpt a barrier of ice that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it. \n\n**Heightened (+2)** The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6." + descr: "You sculpt a barrier of ice that blocks sight and, once shattered, freezes\ + \ foes. You create either a 1-foot-thick wall of ice in a straight line up to\ + \ 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it\ + \ must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot\ + \ radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish,\ + \ the wall can be of a smaller length, height, or radius. You must create the\ + \ wall in an unbroken open space so its edges don't pass through any creatures\ + \ or objects, or the spell is lost. Each 10-foot-by-10-foot section of the wall\ + \ has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits,\ + \ cold damage, and precision damage. A section also has weakness to fire 15; a\ + \ section of the wall destroyed by fire melts, evaporating into water and steam.\ + \ A section destroyed by means other than fire leaves behind a chilling mass of\ + \ ice that is difficult terrain and deals 2d6 cold damage to any creature passing\ + \ through it. \n\n**Heightened (+2)** The Hit Points of each section of the\ + \ wall increase by 10, and the cold damage dealt to creatures crossing a destroyed\ + \ section increases by 1d6." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -8535,7 +10562,16 @@ spell: - Material - Somatic - Verbal - descr: "You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain. \n\n**Heightened (+2)** The Hit Points of each section of the wall increase by 15." + descr: "You shape a wall of solid stone. You create a 1-inch-thick wall of stone\ + \ up to 120 feet long, and 20 feet high. You can shape the wall's path, placing\ + \ each 5 feet of the wall on the border between squares. The wall doesn't need\ + \ to stand vertically, so you can use it to form a bridge or set of stairs, for\ + \ example. You must conjure the wall in an unbroken open space so its edges don't\ + \ pass through any creatures or objects, or the spell is lost. Each 5-foot-by-5-foot\ + \ section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune\ + \ to critical hits and precision damage. A destroyed section of the wall can be\ + \ moved through, but the rubble created from it is difficult terrain. \n\n**Heightened\ + \ (+2)** The Hit Points of each section of the wall increase by 15." duration: null has_been_manually_proofread: false level: 5 @@ -8560,7 +10596,16 @@ spell: 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." + 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 @@ -8587,7 +10632,15 @@ spell: 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." + 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 @@ -8614,7 +10667,13 @@ spell: 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." + 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 @@ -8638,7 +10697,14 @@ spell: components: - Somatic - Verbal - descr: "You fire a green ray at your target. Make a spell attack. You deal 12d10 damage, and the target must attempt a basic Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; its gear remains. An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force. \n\n**Heightened (+1)** The damage increases by 2d10." + descr: "You fire a green ray at your target. Make a spell attack. You deal 12d10\ + \ damage, and the target must attempt a basic Fortitude save. On a critical hit,\ + \ treat the save result as one degree worse. A creature reduced to 0 HP is reduced\ + \ to fine powder; its gear remains. An object you hit is destroyed (no save),\ + \ regardless of Hardness, unless it's an artifact or similarly hard to destroy.\ + \ A single casting can destroy no more than a 10-foot cube of matter. This automatically\ + \ destroys any force construct, such as a wall of force. \n\n**Heightened (+1)**\ + \ The damage increases by 2d10." duration: null has_been_manually_proofread: false level: 6 @@ -8662,7 +10728,15 @@ spell: components: - Somatic - Verbal - descr: "You take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is stunned 1 as it fights off your commands. \n\n**Failure** The target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends. \n\n**Critical Failure** As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies. \n\n**Heightened (10th)** The duration is unlimited." + descr: "You take command of the target, forcing it to obey your orders. If you issue\ + \ an obviously self-destructive order, the target doesn't act until you issue\ + \ a new order. The effect depends on its Will save. \n\n**Critical Success**\ + \ The target is unaffected. \n\n**Success** The target is stunned 1 as it fights\ + \ off your commands. \n\n**Failure** The target follows your orders but can\ + \ attempt a Will save at the end of each of its turns. On a success, the spell\ + \ ends. \n\n**Critical Failure** As a failure, but the target receives a new\ + \ save only if you give it a new order that is against its nature, such as killing\ + \ its allies. \n\n**Heightened (10th)** The duration is unlimited." duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 6 @@ -8690,7 +10764,74 @@ spell: components: - Somatic - Verbal - descr: "Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell. \n\nYou gain the following statistics and abilities regardless of which battle form you choose: \n\n * AC = 18 + your level.\n\n * Ignore your armor's check penalty and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Speed 40 feet, fly Speed 100 feet.\n\n * Resistance 10 against the damage type of your breath weapon (see below).\n\n * Darkvision and imprecise scent 60 feet.\n\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks.\n\n * Athletics modifier of +23, unless your own modifier is higher.\n\n * **Breath Weapon** |2| (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals.\n\n \n\nYou also gain specific abilities based on the type of dragon you choose:\n\n * **Black** swim Speed 60 feet; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 acid; **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage** 3d8 piercing; **breath weapon** 60-foot line, 11d6 acid.\n\n * **Blue** burrow Speed 20 feet; **Melee** |1| jaws, **Damage** 2d10 piercing plus 1d12 electricity; **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage** 3d8 piercing; **breath weapon** 80-foot line, 6d12 electricity.\n\n * **Brass** burrow Speed 20 feet; **Melee** |1| jaws, **Damage** 3d8 piercing plus 2d4 fire; **Melee** |1| claw (agile), 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| spikes (reach 10 feet), **Damage** 3d8 piercing; **breath weapon** 60-foot line, 15d4 fire.\n\n * **Bronze** swim Speed 40 feet; **Melee** |1| jaws, **Damage** 2d10 piercing plus 1d12 electricity; **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| wing (reach 10 feet), **Damage** 3d8 slashing; **breath weapon** 80-foot line, 6d12 electricity.\n\n * **Copper** climb Speed 25 feet on stone only; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 acid; **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| wing (reach 10 feet), **Damage** 3d8 bludgeoning; **breath weapon** 60-foot line, 10d6 acid.\n\n * **Gold** swim Speed 40 feet; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 fire; **Melee** |1| claw (agile), **Damage** 4d6 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage** 3d8 piercing; **breath weapon** 30-foot cone, 6d10 fire.\n\n * **Green** swim Speed 40 feet, ignores difficult terrain from non-magical foliage; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 poison; **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage** 3d8 piercing; **breath weapon** 30-foot cone, 10d6 poison (Fortitude save instead of Reflex).\n\n * **Red** ignore concealed from smoke; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 fire; **Melee** |1| claw (agile), **Damage** 4d6 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| w i ng (reach 10 feet), **Damage** 3d8 bludgeoning; **breath weapon** 30-foot cone, 10d6 fire.\n\n * **Silver** walk on clouds; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 cold; **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10), **Damage** 3d10 bludgeoning; **breath weapon** 30-foot cone, 8d8 cold.\n\n * **White** climb Speed 25 feet on ice only; **Melee** |1| jaws, **Damage** 3d6 piercing plus 2d6 cold; **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **breath weapon** 30-foot cone, 10d6 cold.\n\n \n\n**Heightened (8th)** Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage." + descr: "Calling upon powerful transformative magic, you gain a Large dragon battle\ + \ form. You must have space to expand or the spell is lost. When you cast this\ + \ spell, choose one type of chromatic or metallic dragon. While in this form,\ + \ you gain the dragon trait. You have hands in this battle form and can take manipulate\ + \ actions. You can Dismiss the spell. \n\nYou gain the following statistics and\ + \ abilities regardless of which battle form you choose: \n\n * AC = 18 + your\ + \ level.\n\n * Ignore your armor's check penalty and Speed reduction.\n\n * 10\ + \ temporary Hit Points.\n\n * Speed 40 feet, fly Speed 100 feet.\n\n * Resistance\ + \ 10 against the damage type of your breath weapon (see below).\n\n * Darkvision\ + \ and imprecise scent 60 feet.\n\n * One or more unarmed melee attacks specific\ + \ to the battle form you choose, which are the only attacks you can use. You're\ + \ trained with them. Your attack modifier is +22, and your damage bonus is +6.\ + \ These attacks are Strength based (for the purpose of the enfeebled condition,\ + \ for example). If your unarmed attack modifier is higher, you can use it instead.\ + \ See below for more on these attacks.\n\n * Athletics modifier of +23, unless\ + \ your own modifier is higher.\n\n * **Breath Weapon** |2| (arcane, evocation)\ + \ The shape, damage, and damage type of your breath weapon depend on your specific\ + \ dragon form (see below). A creature in the area attempts a basic save against\ + \ your spell DC. This is a Reflex save unless stated otherwise in the special\ + \ ability description for your specific dragon form. Once activated, your breath\ + \ weapon can't be used again for 1d4 rounds. Your breath weapon has the trait\ + \ corresponding to the type of damage it deals.\n\n \n\nYou also gain specific\ + \ abilities based on the type of dragon you choose:\n\n * **Black** swim Speed\ + \ 60 feet; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 acid; **Melee**\ + \ |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet),\ + \ **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage**\ + \ 3d8 piercing; **breath weapon** 60-foot line, 11d6 acid.\n\n * **Blue** burrow\ + \ Speed 20 feet; **Melee** |1| jaws, **Damage** 2d10 piercing plus 1d12 electricity;\ + \ **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach\ + \ 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet),\ + \ **Damage** 3d8 piercing; **breath weapon** 80-foot line, 6d12 electricity.\n\ + \n * **Brass** burrow Speed 20 feet; **Melee** |1| jaws, **Damage** 3d8 piercing\ + \ plus 2d4 fire; **Melee** |1| claw (agile), 3d10 slashing; **Melee** |1| tail\ + \ (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1| spikes (reach 10\ + \ feet), **Damage** 3d8 piercing; **breath weapon** 60-foot line, 15d4 fire.\n\ + \n * **Bronze** swim Speed 40 feet; **Melee** |1| jaws, **Damage** 2d10 piercing\ + \ plus 1d12 electricity; **Melee** |1| claw (agile), **Damage** 3d10 slashing;\ + \ **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1|\ + \ wing (reach 10 feet), **Damage** 3d8 slashing; **breath weapon** 80-foot line,\ + \ 6d12 electricity.\n\n * **Copper** climb Speed 25 feet on stone only; **Melee**\ + \ |1| jaws, **Damage** 2d12 piercing plus 2d6 acid; **Melee** |1| claw (agile),\ + \ **Damage** 3d10 slashing; **Melee** |1| tail (reach 10 feet), **Damage** 3d10\ + \ bludgeoning; **Melee** |1| wing (reach 10 feet), **Damage** 3d8 bludgeoning;\ + \ **breath weapon** 60-foot line, 10d6 acid.\n\n * **Gold** swim Speed 40 feet;\ + \ **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 fire; **Melee** |1| claw\ + \ (agile), **Damage** 4d6 slashing; **Melee** |1| tail (reach 10 feet), **Damage**\ + \ 3d10 bludgeoning; **Melee** |1| horns (reach 10 feet), **Damage** 3d8 piercing;\ + \ **breath weapon** 30-foot cone, 6d10 fire.\n\n * **Green** swim Speed 40 feet,\ + \ ignores difficult terrain from non-magical foliage; **Melee** |1| jaws, **Damage**\ + \ 2d12 piercing plus 2d6 poison; **Melee** |1| claw (agile), **Damage** 3d10 slashing;\ + \ **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **Melee** |1|\ + \ horns (reach 10 feet), **Damage** 3d8 piercing; **breath weapon** 30-foot cone,\ + \ 10d6 poison (Fortitude save instead of Reflex).\n\n * **Red** ignore concealed\ + \ from smoke; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 fire; **Melee**\ + \ |1| claw (agile), **Damage** 4d6 slashing; **Melee** |1| tail (reach 10 feet),\ + \ **Damage** 3d10 bludgeoning; **Melee** |1| w i ng (reach 10 feet), **Damage**\ + \ 3d8 bludgeoning; **breath weapon** 30-foot cone, 10d6 fire.\n\n * **Silver**\ + \ walk on clouds; **Melee** |1| jaws, **Damage** 2d12 piercing plus 2d6 cold;\ + \ **Melee** |1| claw (agile), **Damage** 3d10 slashing; **Melee** |1| tail (reach\ + \ 10), **Damage** 3d10 bludgeoning; **breath weapon** 30-foot cone, 8d8 cold.\n\ + \n * **White** climb Speed 25 feet on ice only; **Melee** |1| jaws, **Damage**\ + \ 3d6 piercing plus 2d6 cold; **Melee** |1| claw (agile), **Damage** 3d10 slashing;\ + \ **Melee** |1| tail (reach 10 feet), **Damage** 3d10 bludgeoning; **breath weapon**\ + \ 30-foot cone, 10d6 cold.\n\n \n\n**Heightened (8th)** Your battle form is\ + \ Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have\ + \ 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead\ + \ gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage\ + \ bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage." duration: 1 minute has_been_manually_proofread: false level: 6 @@ -8714,7 +10855,11 @@ spell: components: - Somatic - Verbal - descr: "You drastically reduce the target's mental faculties. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is stupefied 2 for 1 round. \n\n**Failure** The target is stupefied 4 with an unlimited duration. \n\n**Critical Failure** The target is stupefied 4 with an unlimited duration." + descr: "You drastically reduce the target's mental faculties. The target must attempt\ + \ a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target is stupefied 2 for 1 round. \n\n**Failure** The target is stupefied\ + \ 4 with an unlimited duration. \n\n**Critical Failure** The target is stupefied\ + \ 4 with an unlimited duration." duration: varies has_been_manually_proofread: false level: 6 @@ -8742,7 +10887,16 @@ spell: components: - Somatic - Verbal - descr: "You try to turn the target's flesh into stone. The target must attempt a Fortitude save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is slowed 1 for 1 round. \n\n**Failure** The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed. \n\n**Critical Failure** As failure, but the target is initially slowed 2." + descr: "You try to turn the target's flesh into stone. The target must attempt a\ + \ Fortitude save. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target is slowed 1 for 1 round. \n\n**Failure** The target is slowed\ + \ 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing\ + \ save has the incapacitation trait. On a failed save, the slowed condition increases\ + \ by 1 (or 2 on a critical failure). A successful save reduces the slowed condition\ + \ by 1. When a creature is unable to act due to the slowed condition from flesh\ + \ to stone, the creature is petrified permanently. The spell ends if the creature\ + \ is petrified or the slowed condition is removed. \n\n**Critical Failure** \ + \ As failure, but the target is initially slowed 2." duration: varies has_been_manually_proofread: false level: 6 @@ -8767,7 +10921,23 @@ spell: components: - Somatic - Verbal - descr: You turn yourself invisible and create an illusory duplicate of yourself. When you Sustain the Spell, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. Both the duplicate and your invisibility persist for the spell's duration. Performing a hostile action doesn't end mislead's invisibility, just like a 4th-level invisibility spell. A creature that determines the duplicate is an illusion doesn't necessarily know you're invisible, and one that can see your invisible form doesn't necessarily know your duplicate is an illusion. If you Cast a Spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers' Perception DCs to convince them your duplicate used that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail. + descr: You turn yourself invisible and create an illusory duplicate of yourself. + When you Sustain the Spell, you can mentally dictate a course of action for your + duplicate to follow that round. Your duplicate acts as though it had your full + number of actions, though it can't actually affect anything in the environment. + Both the duplicate and your invisibility persist for the spell's duration. Performing + a hostile action doesn't end mislead's invisibility, just like a 4th-level invisibility + spell. A creature that determines the duplicate is an illusion doesn't necessarily + know you're invisible, and one that can see your invisible form doesn't necessarily + know your duplicate is an illusion. If you Cast a Spell, attack, or otherwise + interact with another creature, as a part of that action you can attempt a Deception + check against observers' Perception DCs to convince them your duplicate used that + action. This doesn't fool anyone who's aware your duplicate is an illusion, nor + does it work if the attack obviously couldn't have come from the duplicate. For + instance, if you fired a ray, you could make it look like it came from the duplicate + as long as the duplicate was positioned appropriately, but if you attacked with + a sword and your duplicate was across the room from the target, your Deception + check would automatically fail. duration: sustained up to 1 minute has_been_manually_proofread: false level: 6 @@ -8791,7 +10961,14 @@ spell: components: - Somatic - Verbal - descr: "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "A vision of apocalyptic destruction fills the mind of each creature in the\ + \ area. The vision deals 11d6 mental damage (basic Will save). On a critical failure,\ + \ the creature must also succeed at a Reflex save or believe it's trapped (stuck\ + \ in a fissure, adrift at sea, or some other fate in keeping with its vision).\ + \ If it fails the second save, it's also stunned for 1 minute. It can attempt\ + \ a new Will save at the end of each of its turns, and on a success, it disbelieves\ + \ the illusion and recovers from the stunned condition. \n\n**Heightened (+1)**\ + \ The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 6 @@ -8817,7 +10994,16 @@ spell: components: - Somatic - Verbal - descr: "You replicate the attack of a deadly purple worm. You deal 6d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. \n\n**Purple Worm Venom** (poison) **Level** 11 **Maximum Duration** 6 rounds\n\n * **Stage 1** 3d6 poison damage and enfeebled 2 (1 round)\n\n * **Stage 2** 4d6 poison damage and enfeebled 2 (1 round)\n\n * **Stage 3** 6d6 poison damage and enfeebled 2 (1 round).\n\n \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes 3d6 poison damage. \n\n**Failure** The target is afflicted with purple worm venom at stage 1. \n\n**Critical Failure** The target is afflicted with purple worm venom at stage 2." + descr: "You replicate the attack of a deadly purple worm. You deal 6d6 piercing\ + \ damage to the touched creature and afflict it with purple worm venom. The target\ + \ must attempt a Fortitude save. \n\n**Purple Worm Venom** (poison) **Level**\ + \ 11 **Maximum Duration** 6 rounds\n\n * **Stage 1** 3d6 poison damage and enfeebled\ + \ 2 (1 round)\n\n * **Stage 2** 4d6 poison damage and enfeebled 2 (1 round)\n\n\ + \ * **Stage 3** 6d6 poison damage and enfeebled 2 (1 round).\n\n \n\n**Critical\ + \ Success** The target is unaffected. \n\n**Success** The target takes 3d6 poison\ + \ damage. \n\n**Failure** The target is afflicted with purple worm venom at stage\ + \ 1. \n\n**Critical Failure** The target is afflicted with purple worm venom\ + \ at stage 2." duration: null has_been_manually_proofread: false level: '6' @@ -8843,7 +11029,17 @@ spell: components: - Somatic - Verbal - descr: "You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it's within the area when you cast the spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it voluntarily moves toward you. For example, if you move closer to a creature, it doesn't then need to move away. \n\n**Critical Success** The creature's movement is not restricted. \n\n**Success** The creature treats each square in the area as difficult terrain when moving closer to you. \n\n**Failure** The creature can't move closer to you within the area." + descr: "You manifest an aura that prevents creatures from approaching you. When\ + \ casting the spell, you can make the area any radius you choose, up to 40 feet.\ + \ A creature must attempt a Will save if it's within the area when you cast the\ + \ spell or as soon as it enters the area while the spell is in effect. Once a\ + \ creature has attempted the save, it uses the same result for that casting of\ + \ repulsion. Any restrictions on a creature's movement apply only if it voluntarily\ + \ moves toward you. For example, if you move closer to a creature, it doesn't\ + \ then need to move away. \n\n**Critical Success** The creature's movement is\ + \ not restricted. \n\n**Success** The creature treats each square in the area\ + \ as difficult terrain when moving closer to you. \n\n**Failure** The creature\ + \ can't move closer to you within the area." duration: 1 minute has_been_manually_proofread: false level: 6 @@ -8872,7 +11068,21 @@ spell: - Material - Somatic - Verbal - descr: "You magically spy on a creature of your choice. Scrying works like clairvoyance, except that the image you receive is less precise, insuficient for teleport and similar spells. Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target. You can choose a target either by name or by touching one of its possessions or a piece of its body. If you haven't met the target in person, scrying's DC is 2 lower, and if you are unaware of the target's identity (perhaps because you found an unknown creature's fang at a crime scene), the DC is instead 10 lower. The effect of scrying depends on the target's Will save. \n\n**Critical Success** The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you. \n\n**Success** The spell fails and the target is temporarily immune for 1 day. \n\n**Failure** The spell succeeds. \n\n**Critical Failure** The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round." + descr: "You magically spy on a creature of your choice. Scrying works like clairvoyance,\ + \ except that the image you receive is less precise, insuficient for teleport\ + \ and similar spells. Instead of creating an eye in a set location within 500\ + \ feet, you instead create an eye that manifests just above the target. You can\ + \ choose a target either by name or by touching one of its possessions or a piece\ + \ of its body. If you haven't met the target in person, scrying's DC is 2 lower,\ + \ and if you are unaware of the target's identity (perhaps because you found an\ + \ unknown creature's fang at a crime scene), the DC is instead 10 lower. The effect\ + \ of scrying depends on the target's Will save. \n\n**Critical Success** The\ + \ spell fails and the target is temporarily immune for 1 week. The target also\ + \ gains a glimpse of you and learns its rough distance and direction from you.\ + \ \n\n**Success** The spell fails and the target is temporarily immune for 1\ + \ day. \n\n**Failure** The spell succeeds. \n\n**Critical Failure** The spell\ + \ succeeds, and the eye follows the target if it moves, traveling up to 60 feet\ + \ per round." duration: sustained up to 10 minutes has_been_manually_proofread: false level: 6 @@ -8899,7 +11109,16 @@ spell: components: - Somatic - Verbal - descr: "You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** Whenever the target becomes affected by a spell with a duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage; the curse and the persistent damage end after 1 minute. \n\n**Failure** As success, but the curse and persistent damage do not end on their own. \n\n**Critical Failure** As failure, but the persistent force damage is 4d12." + descr: "You cause any spells cast on the target to spill out their energy in harmful\ + \ surges. The target must attempt a Will save. \n\n**Critical Success** The\ + \ target is unaffected. \n\n**Success** Whenever the target becomes affected\ + \ by a spell with a duration, the target takes 2d12 persistent force damage. Each\ + \ time it takes persistent force damage from spellwrack, it reduces the remaining\ + \ duration of spells affecting it by 1 round. Only a successful Arcana check against\ + \ your spell DC can help the target recover from the persistent damage; the curse\ + \ and the persistent damage end after 1 minute. \n\n**Failure** As success,\ + \ but the curse and persistent damage do not end on their own. \n\n**Critical\ + \ Failure** As failure, but the persistent force damage is 4d12." duration: null has_been_manually_proofread: false level: 6 @@ -8928,7 +11147,24 @@ spell: - Material - Somatic - Verbal - descr: "You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile. \n\n**Heightened (7th)** You and the other targets can travel to any location within 1,000 miles. \n\n**Heightened (8th)** You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target. \n\n**Heightened (9th)** You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target. \n\n**Heightened (10th)** As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy." + descr: "You and the targets are instantly transported to any location within range,\ + \ as long as you can identify the location precisely both by its position relative\ + \ to your starting position and by its appearance (or other identifying features).\ + \ Incorrect knowledge of the location's appearance usually causes the spell to\ + \ fail, but it could instead lead to teleporting to an unwanted location or some\ + \ other unusual mishap determined by the GM. Teleport is not precise over great\ + \ distances. The targets appear at a distance from the intended destination equal\ + \ to roughly 1 percent of the total distance traveled, in a direction determined\ + \ by the GM. For short journeys, this lack of precision is irrelevant, but for\ + \ long distances this could be up to 1 mile. \n\n**Heightened (7th)** You and\ + \ the other targets can travel to any location within 1,000 miles. \n\n**Heightened\ + \ (8th)** You and the other targets can travel to any location on the same planet.\ + \ If you travel more than 1,000 miles, you arrive only 10 miles off target. \n\ + \n**Heightened (9th)** You and the other targets can travel to any location on\ + \ another planet within the same solar system. Assuming you have accurate knowledge\ + \ of the location's position and appearance, you arrive on the new planet 100\ + \ miles off target. \n\n**Heightened (10th)** As the 9th-level version, but\ + \ you and the other targets can travel to any planet within the same galaxy." duration: null has_been_manually_proofread: false level: 6 @@ -8939,7 +11175,8 @@ spell: - abbr: CRB page_start: 378 page_stop: 378 - targets: you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature. + targets: you and up to 4 targets touched, either willing creatures or objects roughly + the size of a creature. traditions: - Arcane - Occult @@ -8954,7 +11191,11 @@ spell: components: - Somatic - Verbal - descr: You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell). + descr: You see things within 60 feet as they actually are. The GM rolls a secret + counteract check against any illusion or transmutation in the area, but only for + the purpose of determining whether you see through it (for instance, if the check + succeeds against a polymorph spell, you can see the creature's true form, but + you don't end the polymorph spell). duration: 10 minutes has_been_manually_proofread: false level: 6 @@ -8981,7 +11222,12 @@ spell: components: - Somatic - Verbal - descr: "You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area. You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "You draw in the blood and life force of other creatures through your outstretched\ + \ arms. You deal 12d6 negative damage to living creatures in the area. You gain\ + \ temporary Hit Points equal to half the damage a single creature takes from this\ + \ spell; calculate these temporary Hit Points using the creature that took the\ + \ most damage. You lose any remaining temporary Hit Points after 1 minute. \n\ + \n**Heightened (+1)** The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 6 @@ -9009,7 +11255,16 @@ spell: components: - Material - Somatic - descr: "You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute. \n\n**Critical Failure** The creature is blinded for 1 minute." + descr: "You create a pattern of lights that pulses with intensity. Creatures are\ + \ dazzled while inside the pattern. In addition, a creature must attempt a Will\ + \ saving throw if it's inside the pattern when you cast it, enters the pattern,\ + \ ends its turn within the pattern, or uses a Seek or Interact action on the pattern.\ + \ A creature currently blinded by the pattern doesn't need to attempt new saving\ + \ throws. \n\n**Success** The creature is unaffected. \n\n**Failure** The\ + \ creature is blinded by the pattern. If it exits the pattern, it can attempt\ + \ a new save to recover from the blinded condition at the end of each of its turns,\ + \ to a maximum duration of 1 minute. \n\n**Critical Failure** The creature is\ + \ blinded for 1 minute." duration: sustained up to 1 minute has_been_manually_proofread: false level: 6 @@ -9037,7 +11292,18 @@ spell: - Material - Somatic - Verbal - descr: "You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation. \n\n**Heightened (+2)** The Hit Points of the wall increases by 20." + descr: "You form an invisible wall of pure magical force up to 50 feet long and\ + \ up to 20 feet high. The wall has no discernible thickness. You must create the\ + \ wall in an unbroken open space so its edges don't pass through any creatures\ + \ or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit\ + \ Points, and it's immune to critical hits and precision damage. The wall blocks\ + \ physical effects from passing through it, and because it's made of force, it\ + \ blocks incorporeal and ethereal creatures as well. Teleportation effects can\ + \ pass through the barrier, as can visual effects (since the wall is invisible).\ + \ Wall of force is immune to counteracting effects of its level or lower, but\ + \ the wall is automatically destroyed by a disintegrate spell of any level or\ + \ by contact with a rod of cancellation or sphere of annihilation. \n\n**Heightened\ + \ (+2)** The Hit Points of the wall increases by 20." duration: 1 minute has_been_manually_proofread: false level: 6 @@ -9063,7 +11329,20 @@ spell: - 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." + 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 @@ -9086,7 +11365,11 @@ spell: components: - Somatic - Verbal - descr: You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends. + descr: You create a shimmering barrier that attempts to counteract teleportation + effects and planar travel into or out of the area, including items that allow + access to extradimensional spaces (such as a bag of holding). Dimensional lock + tries to counteract any attempt to summon a creature into the area but doesn't + stop the creature from departing when the summoning ends. duration: null has_been_manually_proofread: false level: 7 @@ -9113,7 +11396,26 @@ spell: - Material - Somatic - Verbal - descr: "You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. \n\n**Critical Success** You fail to create a duplicate. \n\n**Success** The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds. \n\n**Failure** The duplicate works as described. \n\n**Heightened (+1)** The level of creature you can target increases by 2. The duplicate has 10 more HP." + descr: "You try to create a temporary duplicate of an enemy to fight on your behalf.\ + \ The target can attempt a Fortitude save to disrupt the spell. The duplicate\ + \ appears in an unoccupied space adjacent to the target and has the target's attack\ + \ modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it\ + \ has only 70 Hit Points and lacks the target's special abilities, including immunities,\ + \ resistances, and weaknesses. It has no magic items except weapon potency runes.\ + \ The duplicate gains the minion trait, and it can only Stride and Strike. Its\ + \ Strikes deal the target's normal damage but don't apply added effects, since\ + \ it doesn't have special abilities. The spell automatically ends if the duplicate's\ + \ Hit Points drop to 0. The duplicate attacks your enemies to the best of its\ + \ abilities. You can also try to give it additional instructions; when you Sustain\ + \ the Spell, you can also Command a Minion as part of your action, but the GM\ + \ determines whether the duplicate follows your command. The duplicate is unstable,\ + \ so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a\ + \ living creature, and it can never regain its lost Hit Points in any way. \n\ + \n**Critical Success** You fail to create a duplicate. \n\n**Success** The\ + \ duplicate deals half damage with its Strikes and the duration is reduced to\ + \ a maximum of 2 rounds. \n\n**Failure** The duplicate works as described. \ + \ \n\n**Heightened (+1)** The level of creature you can target increases by 2.\ + \ The duplicate has 10 more HP." duration: sustained up to 1 minute has_been_manually_proofread: false level: 7 @@ -9139,7 +11441,17 @@ spell: components: - Somatic - Verbal - descr: "A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d4 additional negative damage to living creatures. Creatures and objects in the area must attempt a Reflex save. If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect. \n\n**Critical Success** The creature or object is unaffected. \n\n**Success** The creature or object takes half damage. \n\n**Failure** The creature or object takes full damage. \n\n**Critical Failure** The creature or object takes double damage. If it's a creature, it becomes blinded by the darkness for an unlimited duration. \n\n**Heightened (+1)** The cold damage increases by 1d10 and the negative damage against the living increases by 1d4." + descr: "A globe of freezing darkness explodes in the area, dealing 8d10 cold damage\ + \ to creatures and objects in the area, plus 8d4 additional negative damage to\ + \ living creatures. Creatures and objects in the area must attempt a Reflex save.\ + \ If the globe overlaps with an area of magical light or affects a creature affected\ + \ by magical light, eclipse burst attempts to counteract the light effect. \n\ + \n**Critical Success** The creature or object is unaffected. \n\n**Success**\ + \ The creature or object takes half damage. \n\n**Failure** The creature or\ + \ object takes full damage. \n\n**Critical Failure** The creature or object\ + \ takes double damage. If it's a creature, it becomes blinded by the darkness\ + \ for an unlimited duration. \n\n**Heightened (+1)** The cold damage increases\ + \ by 1d10 and the negative damage against the living increases by 1d4." duration: null has_been_manually_proofread: false level: 7 @@ -9169,7 +11481,10 @@ spell: - Material - Somatic - Verbal - descr: "You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage. \n\n**Heightened (9th)** The resistances increase to 10." + descr: "You protect the target with a powerful, long-lasting energy barrier. The\ + \ target gains resistance 5 to acid, cold, electricity, fire, force, negative,\ + \ positive, and sonic damage. \n\n**Heightened (9th)** The resistances increase\ + \ to 10." duration: 24 hours has_been_manually_proofread: false level: 7 @@ -9195,7 +11510,16 @@ spell: components: - Somatic - Verbal - descr: "You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell; the casting is reduced from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't need to breathe. \n\n**Heightened (9th)** Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet." + descr: "You become living flame, giving you fire immunity, resistance 10 to precision\ + \ damage, and weakness 5 to cold and to water. Any creature that touches you or\ + \ damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire\ + \ damage. Your unarmed attacks deal 1d4 additional fire damage, and your fire\ + \ spells deal one additional die of fire damage (of the same damage die the spell\ + \ uses). You can cast produce flame as an innate spell; the casting is reduced\ + \ from 2 actions to 1. In fire form, you have a fly Speed of 40 feet and don't\ + \ need to breathe. \n\n**Heightened (9th)** Creatures touching you take 4d6\ + \ fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage,\ + \ and you have a fly Speed of 60 feet." duration: 1 minute has_been_manually_proofread: false level: 7 @@ -9221,7 +11545,23 @@ spell: - Material - Somatic - Verbal - descr: You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door. Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. + descr: You conjure an extradimensional demiplane consisting of a spacious dwelling + with a single entrance. The entrance connects to the plane where you Cast the + Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical + rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast + the spell. Once inside, you can shut the entrance, making it invisible. You and + the creatures you designated can reopen the door at will, just like opening a + physical door. Inside, the demiplane appears to be a mansion featuring a magnificent + foyer and numerous opulent chambers. The mansion can have any floor plan you imagine + as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, + and 30 feet tall. While the entrance to the mansion is closed, effects from outside + the mansion fail to penetrate it, and vice versa, except for plane shift, which + can be used to enter the mansion. You can use scrying magic and similar effects + to observe the outside only if they're capable of crossing planes. A staff of + up to 24 servants attends to anyone within the mansion. These are like the servant + created by the unseen servant spell, though they're visible, with an appearance + you determine during casting. The mansion is stocked with enough food to serve + a nine-course banquet to 150 people. duration: 24 hours has_been_manually_proofread: false level: 7 @@ -9246,7 +11586,17 @@ spell: components: - Somatic - Verbal - descr: "The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage. When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature becomes frightened 2 before using its action. \n\n**Critical Failure** The creature becomes frightened 2, and its action fails and is wasted. \n\n**Heightened (8th)** You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror." + descr: "The target appears to be a gruesome and terrifying creature. The effect\ + \ is unique to each observer, so a human viewing the target might see a demon\ + \ with bloody fangs, but a demon observing the target might see a glowing angelic\ + \ visage. When any creature attempts a hostile action against the target, the\ + \ creature must attempt a Will save. It is then temporarily immune until the end\ + \ of its next turn. \n\n**Success** The creature is unaffected. \n\n**Failure**\ + \ The creature becomes frightened 2 before using its action. \n\n**Critical\ + \ Failure** The creature becomes frightened 2, and its action fails and is wasted.\ + \ \n\n**Heightened (8th)** You can target up to 5 creatures. If a creature uses\ + \ a hostile action or reaction that affects multiple targets simultaneously, it\ + \ needs to attempt only one save against mask of terror." duration: 1 minute has_been_manually_proofread: false level: 7 @@ -9277,7 +11627,18 @@ spell: - Material - Somatic - Verbal - descr: You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks. The spell is highly imprecise, and you appear 1d20x25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances. + descr: You and your allies traverse the barriers between planes of existence. The + targets move to another plane, such as the Plane of Fire, the Shadow Plane, or + the Abyss. You must have specific knowledge of the destination plane and use a + magic tuning fork created from material from that plane as a focus for the spell. + While the tuning forks for most prominent planes are uncommon, just like the spell + plane shift, more obscure planes and demiplanes often have rare tuning forks. + The spell is highly imprecise, and you appear 1d20x25 miles from the last place + one of the targets (of your choice) was located the last time that target traveled + to the plane. If it's the first time traveling to a particular plane for all targets, + you appear at a random location on the plane. Plane shift doesn't provide a means + of return travel, though casting plane shift again allows you to return to your + previous plane unless there are extenuating circumstances. duration: null has_been_manually_proofread: false level: 7 @@ -9304,7 +11665,13 @@ spell: cast: verbal components: - Verbal - descr: "You utter an arcane word of power that can make the target blinded upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. \n\n**11th or Lower** The target is blinded permanently. \n\n**12th-13th** The target is blinded for 1d4 minutes. \n\n**14th or Higher** The target is dazzled for 1 minute. \n\n**Heightened (+1)** The levels at which each outcome applies increase by 2." + descr: "You utter an arcane word of power that can make the target blinded upon\ + \ hearing it. Once targeted, the target is then temporarily immune for 10 minutes.\ + \ The effect of the spell depends on the target's level. \n\n**11th or Lower**\ + \ The target is blinded permanently. \n\n**12th-13th** The target is blinded\ + \ for 1d4 minutes. \n\n**14th or Higher** The target is dazzled for 1 minute.\ + \ \n\n**Heightened (+1)** The levels at which each outcome applies increase\ + \ by 2." duration: varies has_been_manually_proofread: false level: 7 @@ -9331,7 +11698,18 @@ spell: components: - Somatic - Verbal - descr: 'A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.Prismatic Spray 1d8ColorSaveEffects (Traits) 1RedReflex50 fire damage (fire) 2OrangeReflex60 acid damage (acid) 3YellowReflex70 electricity damage (electricity) 4GreenFortitude30 poison damage and enfeebled 1 for 1 minute (poison) 5BlueFortitudeAffected as if by flesh to stone 6IndigoWillConfused, as the warp mind spell (mental) 7VioletWillSlowed for 1 minute; if a critical failure, sent to another plane, as plane shift (teleportation) 8Potent beam-Affected by two beams - roll twice, rerolling any duplicates or results of 8 ' + descr: 'A spray of rainbow light beams cascades from your open hand. Each creature + in the area must roll 1d8 on the table below to see which beam affects it, then + attempt a saving throw of the indicated type. The table notes any additional traits + that apply to each type of ray. If a creature is struck by multiple beams, it + uses the same d20 result for all its saving throws. For all rays, a successful + saving throw negates the effect for that creature.Prismatic Spray 1d8ColorSaveEffects + (Traits) 1RedReflex50 fire damage (fire) 2OrangeReflex60 acid damage (acid) 3YellowReflex70 + electricity damage (electricity) 4GreenFortitude30 poison damage and enfeebled + 1 for 1 minute (poison) 5BlueFortitudeAffected as if by flesh to stone 6IndigoWillConfused, + as the warp mind spell (mental) 7VioletWillSlowed for 1 minute; if a critical + failure, sent to another plane, as plane shift (teleportation) 8Potent beam-Affected + by two beams - roll twice, rerolling any duplicates or results of 8 ' duration: null has_been_manually_proofread: false level: 7 @@ -9355,7 +11733,14 @@ spell: components: - Somatic - Verbal - descr: "You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends. \n\n**Heightened (+2)** The maximum duration you can Sustain the Spell increases to 10 minutes." + descr: "You project an illusory image of yourself. You must stay within range of\ + \ the image, and if at any point you can't see the image, the spell ends. Whenever\ + \ you Cast a Spell other than one whose area is an emanation, you can cause the\ + \ spell effect to originate from either yourself or the image. Because the image\ + \ is an illusion, it can't benefit from spells, though visual manifestations of\ + \ the spell appear. The image has the same AC and saves as you. If it is hit by\ + \ an attack or fails a save, the spell ends. \n\n**Heightened (+2)** The maximum\ + \ duration you can Sustain the Spell increases to 10 minutes." duration: sustained up to 1 minute has_been_manually_proofread: false level: 7 @@ -9382,7 +11767,17 @@ spell: - Material - Somatic - Verbal - descr: You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. + descr: You reverse gravity in the area. Creatures and objects that aren't secured + to the ground immediately fall upward to the top of the area. A creature might + be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. + If a creature falls against a solid object (such as a ceiling), it takes the appropriate + amount of falling damage and lands on the surface. Once an object or creature + reaches the top of the area, it floats, caught between the normal and reversed + gravity. The creature can move along the plane where the two forms of gravity + meet. Creatures that can levitate or fly can use those abilities to mitigate the + effects of reverse gravity.When reverse gravity ends, all creatures and objects + caught in the area fall back down. Likewise, anything that moves beyond the spell's + area is subjected to normal gravity again. duration: 1 minute has_been_manually_proofread: false level: 7 @@ -9407,7 +11802,15 @@ spell: components: - Somatic - Verbal - descr: This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to attempt to reflect it. This uses the rules for counteracting the spell, but if the spell is successfully counteracted, the effect is turned back on the caster. Whether or not the counteract attempt is successful, spell turning then ends. Spell turning can't affect spells that aren't targeted (such as area spells). If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds. + descr: This abjuration reflects spells cast at you back at their caster. When a + spell targets you, you can spend a reaction to attempt to reflect it. This uses + the rules for counteracting the spell, but if the spell is successfully counteracted, + the effect is turned back on the caster. Whether or not the counteract attempt + is successful, spell turning then ends. Spell turning can't affect spells that + aren't targeted (such as area spells). If spell turning reflects a spell back + at a caster who is also under the effect of spell turning, their spell turning + can attempt to reflect their own spell back at you again; if they do so, their + counteract attempt automatically succeeds. duration: 1 hour has_been_manually_proofread: false level: 7 @@ -9429,7 +11832,12 @@ spell: cast: verbal components: - Verbal - descr: You delve into the possible futures of the next few seconds to understand all the ways your target might avoid harm, then cast out a vision of that future to those around you. On the first attack roll made against the target during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. + descr: You delve into the possible futures of the next few seconds to understand + all the ways your target might avoid harm, then cast out a vision of that future + to those around you. On the first attack roll made against the target during true + target's duration, the attacker rolls twice and uses the better result. The attacker + also ignores circumstance penalties to the attack roll and any flat check required + due to the target being concealed or hidden. duration: until the start of your next turn has_been_manually_proofread: false level: 7 @@ -9455,7 +11863,15 @@ spell: components: - Somatic - Verbal - descr: "You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target spends the first action on its next turn with the confused condition. \n\n**Failure** The target is confused for 1 minute. \n\n**Critical Failure** The target is confused permanently." + descr: "You scramble a creature's mental faculties and sensory input. The target\ + \ must attempt a Will saving throw. Regardless of the result of that save, the\ + \ target is then temporarily immune for 10 minutes. Warp mind's effects happen\ + \ instantly, so dispel magic and other effects that counteract spells can't counteract\ + \ them. However, alter reality, miracle, primal phenomenon, restoration, or wish\ + \ can still counteract the effects. \n\n**Critical Success** The target is unaffected.\ + \ \n\n**Success** The target spends the first action on its next turn with the\ + \ confused condition. \n\n**Failure** The target is confused for 1 minute. \ + \ \n\n**Critical Failure** The target is confused permanently." duration: null has_been_manually_proofread: false level: 7 @@ -9485,7 +11901,20 @@ spell: - 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. + 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 @@ -9510,7 +11939,12 @@ spell: components: - Material - Somatic - descr: You shroud a creature from others' senses. The target becomes undetected, not just to sight but to all senses, allowing the target to count as invisible no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature. + descr: You shroud a creature from others' senses. The target becomes undetected, + not just to sight but to all senses, allowing the target to count as invisible + no matter what precise and imprecise senses an observer might have. It's still + possible for a creature to find the target by Seeking, looking for disturbed dust, + hearing gaps in the sound spectrum, or finding some other way to discover the + presence of an otherwise-undetectable creature. duration: 10 minutes has_been_manually_proofread: false level: 8 @@ -9535,7 +11969,13 @@ spell: - Material - Somatic - Verbal - descr: You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it. + descr: You learn the name of the target's exact location (including the building, + community, and country) and plane of existence. You can target a creature only + if you've seen it in person, have one of its significant belongings, or have a + piece of its body. To target an object, you must have touched it or have a fragment + of it. Discern location automatically overcomes protections against detection + and divination of lower level than this spell, even if they would normally have + a chance to block it. duration: null has_been_manually_proofread: false level: 8 @@ -9562,7 +12002,11 @@ spell: components: - Somatic - Verbal - descr: When you Cast this Spell, any targets-including you-can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends. + descr: When you Cast this Spell, any targets-including you-can choose to immediately + fall asleep. The spell ends for any creatures that don't choose to fall asleep. + Sleepers join a shared dream, where they can communicate with one another as though + they were in the same room. Individual targets leave this shared dream upon awakening, + and if all the targets awaken, the spell ends. duration: 1 hour has_been_manually_proofread: false level: 8 @@ -9589,7 +12033,26 @@ spell: components: - Somatic - Verbal - descr: "You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand. Shaking Ground The ground is difficult terrain, and creatures on it take a -2 circumstance penalty to attack rolls, AC, and skill checks. Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 15 Athletics to Climb. Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; each creature caught in a collapse must attempt a Reflex save to avoid it. \n\n**Critical Success** The creature takes half the collapse damage. \n\n**Success** The creature takes half the collapse damage and falls prone. \n\n**Failure** The creature takes the full collapse damage and falls prone. \n\n**Critical Failure** The creature takes the full collapse damage and falls into a fissure. \n\n**Heightened (10th)** You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst." + descr: "You shake the ground, topple creatures into fissures, and collapse structures.\ + \ The GM might add additional effects in certain areas. Cliffs might collapse,\ + \ causing creatures to fall, or a lake might drain as fissures open up below its\ + \ surface, leaving a morass of quicksand. Shaking Ground The ground is difficult\ + \ terrain, and creatures on it take a -2 circumstance penalty to attack rolls,\ + \ AC, and skill checks. Fissures Each creature on the ground must attempt a Reflex\ + \ save at the start of its turn to keep its footing and avoid falling into 40-foot-deep\ + \ fissures that open beneath it. The fissures are permanent, and their sides require\ + \ DC 15 Athletics to Climb. Collapse Structures and ceilings might collapse. The\ + \ GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average\ + \ structure and most natural formations, DC 9 for a shoddy structure, all adjusted\ + \ higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage;\ + \ each creature caught in a collapse must attempt a Reflex save to avoid it. \ + \ \n\n**Critical Success** The creature takes half the collapse damage. \n\n\ + **Success** The creature takes half the collapse damage and falls prone. \n\n\ + **Failure** The creature takes the full collapse damage and falls prone. \n\n\ + **Critical Failure** The creature takes the full collapse damage and falls into\ + \ a fissure. \n\n**Heightened (10th)** You create a massive earthquake that\ + \ can devastate a settlement. The range increases to half a mile and the area\ + \ to a quarter-mile burst." duration: 1 round has_been_manually_proofread: false level: 8 @@ -9614,7 +12077,12 @@ spell: components: - Somatic - Verbal - descr: "You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting. \n\n**Heightened (+1)** The damage increases by 1d10." + descr: "You pull the moisture from the targets' bodies, dealing 10d10 negative damage.\ + \ Creatures made of water (such as water elementals) and plant creatures use the\ + \ outcome for one degree of success worse than the result of their saving throw.\ + \ Creatures whose bodies contain no significant moisture (such as earth elementals)\ + \ are immune to horrid wilting. \n\n**Heightened (+1)** The damage increases\ + \ by 1d10." duration: null has_been_manually_proofread: false level: 8 @@ -9640,7 +12108,18 @@ spell: components: - Somatic - Verbal - descr: "You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze. The possible outcomes are as follows.Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled. \n\n**Critical Success** The target escapes and the spell ends. \n\n**Success** The target escapes and the spell ends. \n\n**Failure** The target makes no progress toward escape. \n\n**Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is." + descr: "You transport the target into an extradimensional maze of eldritch origin\ + \ and trap it there. Once each turn, the target can spend 1 action to attempt\ + \ a Survival check or Perception check against your spell DC to escape the maze.\ + \ The possible outcomes are as follows.Teleportation magic doesn't help the creature\ + \ escape unless the magic can transport across planes, such as plane shift. When\ + \ the spell ends, either because the target escaped or the duration ran out, the\ + \ target returns to the space it occupied when it was banished, or to the nearest\ + \ space if the original is now filled. \n\n**Critical Success** The target escapes\ + \ and the spell ends. \n\n**Success** The target escapes and the spell ends.\ + \ \n\n**Failure** The target makes no progress toward escape. \n\n**Critical\ + \ Failure** The target makes no progress toward escape, and if it was on the\ + \ right path, it no longer is." duration: sustained has_been_manually_proofread: false level: 8 @@ -9666,7 +12145,13 @@ spell: components: - Somatic - Verbal - descr: Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects. Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than its actual level. On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target. + descr: Powerful wards hide a creature from divination magic. The target gains a + +4 status bonus to saves against mental effects. Mind blank attempts to counteract + any detection, revelation, and scrying effects as if its spell level were 1 higher + than its actual level. On a success, the divination effect functions normally + except that it detects nothing about the target and its possessions. For instance, + detect magic would still detect other magic in the area, but not any magic on + the target. duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 8 @@ -9691,7 +12176,41 @@ spell: components: - Somatic - Verbal - descr: "You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: \n\n * AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.\n\n * 20 temporary Hit Points.\n\n * Darkvision.\n\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.\n\n * Athletics modifier of +30, unless your own modifier is higher.\n\n \n\nYou also gain specific abilities based on the type of monster you choose:\n\n * **Phoenix** Speed 30 feet, fly Speed 90 feet; **Melee** |1| beak (reach 15 feet), **Damage** 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; **Melee** |1| talon (agile, reach 15 feet), **Damage** 2d8+12 slashing; **Shroud of Flame** (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivate this aura.\n\n * **Purple Worm** Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d12+20 piercing; **Melee** |1| stinger (agile, reach 10 feet), **Damage** 2d8+15 piercing plus 2d6 persistent poison; **Melee** |1| body (reach 10 feet) **Damage** 2d8+20 bludgeoning; **Inexorable** You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You're also immune to being immobilized and ignore difficult terrain and greater difficult terrain.\n\n * **Sea Serpent** Speed 20 feet, swim Speed 90 feet; **Melee** |1| jaws (reach 15 feet), **Damage** 2d12+20 piercing; **Melee** |1| tail (reach 25 feet), **Damage** 2d8+20 bludgeoning; **Spine Rake** |2| (move) You extend your spines and Swim or Stride. Each creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).\n\n \n\n**Heightened (9th)** You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33." + descr: "You transform into the shape of a legendary monster, assuming a Huge battle\ + \ form. You must have enough space to expand into or the spell is lost. When you\ + \ cast this spell, choose phoenix, purple worm, or sea serpent. While in this\ + \ form, you gain the beast trait (for phoenix) or the animal trait (for purple\ + \ worm or sea serpent). You can Dismiss the spell. You gain the following statistics\ + \ and abilities regardless of which battle form you choose: \n\n * AC = 20 +\ + \ your level. Ignore your armor's check penalty and Speed reduction.\n\n * 20\ + \ temporary Hit Points.\n\n * Darkvision.\n\n * One or more unarmed melee attacks\ + \ specific to the battle form you choose, which are the only attacks you can use.\ + \ You're trained with them. Your attack modifier is +28, and you use the listed\ + \ damage. These attacks are Strength based (for the purpose of the enfeebled condition,\ + \ for example). If your unarmed attack modifier is higher, you can use it instead.\n\ + \n * Athletics modifier of +30, unless your own modifier is higher.\n\n \n\n\ + You also gain specific abilities based on the type of monster you choose:\n\n\ + \ * **Phoenix** Speed 30 feet, fly Speed 90 feet; **Melee** |1| beak (reach 15\ + \ feet), **Damage** 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; **Melee**\ + \ |1| talon (agile, reach 15 feet), **Damage** 2d8+12 slashing; **Shroud of Flame**\ + \ (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends\ + \ out from you. A creature that enters or ends its turn within the aura takes\ + \ 2d6 fire damage. A creature can take this damage only once per turn. You can\ + \ use a single action, which has the concentrate trait, to activate or deactivate\ + \ this aura.\n\n * **Purple Worm** Speed 40 feet, burrow Speed 30 feet, swim Speed\ + \ 20 feet; **Melee** |1| jaws (reach 10 feet), **Damage** 2d12+20 piercing; **Melee**\ + \ |1| stinger (agile, reach 10 feet), **Damage** 2d8+15 piercing plus 2d6 persistent\ + \ poison; **Melee** |1| body (reach 10 feet) **Damage** 2d8+20 bludgeoning; **Inexorable**\ + \ You automatically recover from the paralyzed, slowed, and stunned conditions\ + \ at the end of each of your turns. You're also immune to being immobilized and\ + \ ignore difficult terrain and greater difficult terrain.\n\n * **Sea Serpent**\ + \ Speed 20 feet, swim Speed 90 feet; **Melee** |1| jaws (reach 15 feet), **Damage**\ + \ 2d12+20 piercing; **Melee** |1| tail (reach 25 feet), **Damage** 2d8+20 bludgeoning;\ + \ **Spine Rake** |2| (move) You extend your spines and Swim or Stride. Each creature\ + \ you're adjacent to at any point during your movement takes 4d8+10 slashing damage\ + \ (basic Reflex against your spell DC).\n\n \n\n**Heightened (9th)** You instead\ + \ gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage\ + \ by one damage die, and Athletics +33." duration: 1 minute has_been_manually_proofread: false level: 8 @@ -9715,7 +12234,10 @@ spell: components: - Somatic - Verbal - descr: "You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill your target to the bones. You must succeed at a spell attack roll to affect the target, which then takes 10d8 cold damage and is drained 2. \n\n**Heightened (+1)** The damage increases by 2d8." + descr: "You fire a blue-white ray of freezing air and swirling sleet from your finger\ + \ that can chill your target to the bones. You must succeed at a spell attack\ + \ roll to affect the target, which then takes 10d8 cold damage and is drained\ + \ 2. \n\n**Heightened (+1)** The damage increases by 2d8." duration: null has_been_manually_proofread: false level: 8 @@ -9739,7 +12261,12 @@ spell: cast: verbal components: - Verbal - descr: "You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 13th or Lower The target is stunned for 1d6 rounds. 14th-15th The target is stunned for 1 round. 16th or Higher The target is stunned 1. \n\n**Heightened (+1)** The levels at which each outcome applies increase by 2." + descr: "You stun the target with an arcane word of power. Once targeted, the target\ + \ is then temporarily immune for 10 minutes. The effect of the spell depends on\ + \ the target's level. 13th or Lower The target is stunned for 1d6 rounds. 14th-15th\ + \ The target is stunned for 1 round. 16th or Higher The target is stunned 1. \ + \ \n\n**Heightened (+1)** The levels at which each outcome applies increase by\ + \ 2." duration: varies has_been_manually_proofread: false level: 8 @@ -9765,7 +12292,27 @@ spell: components: - Somatic - Verbal - descr: You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour. A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell. + descr: You create an opaque wall of shimmering, multicolored light. The wall is + straight and vertical, stretching 60 feet long and 30 feet high. You must form + the wall in an unbroken open space so its edges don't pass through any creatures + or objects, or the spell is lost. You can pass through the wall and ignore its + effects. The wall sheds bright light out to 20 feet on each side (and dim light + to the next 20 feet). Creatures other than you that come into the wall's light + must attempt a Will save; they're dazzled for 1 round on a success, blinded for + 1 round on a failure, and blinded for 1 minute on a critical failure. They are + then temporarily immune to the blinding effect for 1 hour. A prismatic wall has + seven different layers, each a different color. Red, orange, yellow, and green + have the effect of a 5th-level chromatic wall (page 323) spell of that color, + and the others have the effect of a 7th-level chromatic wall spell of that color. + A creature that tries to pass through the wall must attempt a saving throw against + each component wall. The effects take place simultaneously, so a creature turned + to stone by the blue wall is still treated as a creature for the indigo and violet + walls. The wall as a whole is immune to counteracting effects of the wall's level + or lower; each color must be counteracted by its specific spell, as described + in chromatic wall. This must be done in order (red, orange, yellow, green, blue, + indigo, then violet). A given color can't be affected until the previous color + is counteracted. Counteracting a color wall removes that color's effect from the + wall, and counteracting them all ends prismatic wall. You can Dismiss the spell. duration: 1 hour has_been_manually_proofread: false level: 8 @@ -9791,7 +12338,15 @@ spell: components: - Material - Somatic - descr: "A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves. \n\n**Success** The creature is unaffected. \n\n**Failure** The creature is confused for 1d4 rounds. \n\n**Critical Failure** The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell." + descr: "A field of cascading, ever-changing colors manifests in the air. Creatures\ + \ are dazzled while inside the pattern, as are those within 20 feet of the pattern's\ + \ area. A creature must attempt a Will save if it is inside the pattern when you\ + \ cast it, enters the pattern, ends its turn within the pattern, or uses a Seek\ + \ or Interact action on the pattern. A creature currently affected by the pattern\ + \ doesn't need to attempt new saves. \n\n**Success** The creature is unaffected.\ + \ \n\n**Failure** The creature is confused for 1d4 rounds. \n\n**Critical Failure**\ + \ The creature is stunned for 1d4 rounds. After the stunned condition ends, the\ + \ creature is confused for the remaining duration of the spell." duration: sustained up to 1 minute has_been_manually_proofread: false level: 8 @@ -9818,7 +12373,15 @@ spell: components: - Somatic - Verbal - descr: "The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use actions with the move trait except to dance, using the Stride action to move up to half its Speed. \n\n**Critical Success** The target is unaffected. \n\n**Success** The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. \n\n**Failure** The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. \n\n**Critical Failure** The spell's duration is 1 minute, and the target must spend all its actions each turn dancing." + descr: "The target is overcome with an all-consuming urge to dance. For the duration\ + \ of the spell, the target is flat-footed and can't use reactions. While affected,\ + \ the creature can't use actions with the move trait except to dance, using the\ + \ Stride action to move up to half its Speed. \n\n**Critical Success** The target\ + \ is unaffected. \n\n**Success** The spell's duration is 3 rounds, and the target\ + \ must spend at least 1 action each turn dancing. \n\n**Failure** The spell's\ + \ duration is 1 minute, and the target must spend at least 2 actions each turn\ + \ dancing. \n\n**Critical Failure** The spell's duration is 1 minute, and the\ + \ target must spend all its actions each turn dancing." duration: varies has_been_manually_proofread: false level: 8 @@ -9846,7 +12409,23 @@ spell: components: - Somatic - Verbal - descr: "This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover. The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person. If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save. \n\n**Critical Success** The creature or object is unaffected. \n\n**Success** As described, and the duration is 1 minute. \n\n**Failure** As described, and the duration is 1 hour." + descr: "This spell grants perfect sight based on scrying, allowing several willing\ + \ targets to track the exact movements or position of one creature or object.\ + \ Choose one target creature or object in the area to be tracked. It becomes the\ + \ sensor for the spell. Up to five willing creatures of your choice in the area\ + \ can see a ghostly image of this creature or object when it's out of their sight.\ + \ They can perceive the creature or object perfectly, allowing them to ignore\ + \ the concealed or invisible condition, though physical barriers still provide\ + \ cover. The tracking creatures can see the tracked creature or object through\ + \ all barriers other than lead or running water, which block their vision. Distance\ + \ doesn't matter, though the creature or object might move so far away it becomes\ + \ too small to perceive. The tracking creatures don't see any of the environment\ + \ around the target, though they do see any gear a creature is wearing or holding,\ + \ and they can tell if it removes objects from its person. If the target to be\ + \ tracked is willing, the duration is 1 hour. If you try to track an unwilling\ + \ creature, the target must attempt a Will save. \n\n**Critical Success** The\ + \ creature or object is unaffected. \n\n**Success** As described, and the duration\ + \ is 1 minute. \n\n**Failure** As described, and the duration is 1 hour." duration: varies has_been_manually_proofread: false level: 8 @@ -9871,7 +12450,9 @@ spell: components: - Somatic - Verbal - descr: Crackling energy disjoins the target. You attempt to counteract it (page 458). If you succeed, it's deactivated for 1 week. On a critical success, it's destroyed. If it's an artifact or similar item, you automatically fail. + descr: Crackling energy disjoins the target. You attempt to counteract it (page + 458). If you succeed, it's deactivated for 1 week. On a critical success, it's + destroyed. If it's an artifact or similar item, you automatically fail. duration: null has_been_manually_proofread: false level: 9 @@ -9896,9 +12477,22 @@ spell: components: - Somatic - Verbal - descr: "You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. Due to the amount of information this spell requires you to process, you can't have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't flat-footed against undetected creatures or when flanked. In addition, you gain the following reaction. \n\n**Foresight**" + descr: "You gain a sixth sense that warns you of danger that might befall the target\ + \ of the spell. If you choose a creature other than yourself as the target, you\ + \ create a psychic link through which you can inform the target of danger. This\ + \ link is a mental effect. Due to the amount of information this spell requires\ + \ you to process, you can't have more than one foresight spell in effect at a\ + \ time. Casting foresight again ends the previous foresight. While foresight is\ + \ in effect, the target gains a +2 status bonus to initiative rolls and isn't\ + \ flat-footed against undetected creatures or when flanked. In addition, you gain\ + \ the following reaction. \n\n**Foresight**" duration: 1 hour - effect: ' If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the fortune trait. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the misfortune trait.' + effect: ' If the hostile creature or danger forces the target to roll dice (a saving + throw, for example), the target rolls twice and uses the higher result, and this + spell gains the fortune trait. But if the hostile creature or danger is rolling + against the target (an attack roll or skill check, for example), that hostile + creature or danger rolls twice and uses the lower result, and this spell gains + the misfortune trait.' has_been_manually_proofread: false level: 9 name: Foresight @@ -9924,7 +12518,13 @@ spell: components: - Somatic - Verbal - descr: "You crush the target by causing it to collapse in on itself, dealing 75 damage. Each time you Sustain the Spell, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form. \n\n**Heightened (+1)** The damage increases by 10." + descr: "You crush the target by causing it to collapse in on itself, dealing 75\ + \ damage. Each time you Sustain the Spell, you must choose a new target to be\ + \ subject to the same effect; the same creature can never be targeted more than\ + \ once with a single casting of this spell. You also can't affect more than one\ + \ creature per turn with implosion. You can't target a creature that's incorporeal,\ + \ gaseous, or liquid, or one that otherwise lacks a solid form. \n\n**Heightened\ + \ (+1)** The damage increases by 10." duration: sustained up to 1 minute has_been_manually_proofread: false level: 9 @@ -9950,7 +12550,17 @@ spell: components: - Somatic - Verbal - descr: "You unleash a wave of necromantic energy to snuff out the life force of those in its path. Each creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn't kill even a single creature, the negative energy violently explodes back toward you, dealing an additional 30 negative damage to every creature in the line (even those above 17th level) and 30 negative damage to you. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes 9d6 negative damage. \n\n**Failure** The creature takes 100 negative damage. \n\n**Critical Failure** The creature dies. \n\n**Heightened (10th)** The spell can affect creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure." + descr: "You unleash a wave of necromantic energy to snuff out the life force of\ + \ those in its path. Each creature of 17th level or lower in the line must attempt\ + \ a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points,\ + \ that creature dies instantly. If massacre doesn't kill even a single creature,\ + \ the negative energy violently explodes back toward you, dealing an additional\ + \ 30 negative damage to every creature in the line (even those above 17th level)\ + \ and 30 negative damage to you. \n\n**Critical Success** The creature is unaffected.\ + \ \n\n**Success** The creature takes 9d6 negative damage. \n\n**Failure** \ + \ The creature takes 100 negative damage. \n\n**Critical Failure** The creature\ + \ dies. \n\n**Heightened (10th)** The spell can affect creatures up to 19th\ + \ level. Increase the damage to 10d6 on a success, and to 115 on a failure." duration: null has_been_manually_proofread: false level: 9 @@ -9978,7 +12588,14 @@ spell: components: - Somatic - Verbal - descr: "You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 fire damage to any creatures in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it's caught in. The saving throw applies to both the bludgeoning and the fire damage. \n\n**Heightened (+1)** The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6." + descr: "You call down four meteors that explode in a fiery blast. Each meteor deals\ + \ 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center\ + \ of its area of effect before exploding, dealing 14d6 fire damage to any creatures\ + \ in its 40-foot burst. The meteors' central 10-foot bursts can't overlap, and\ + \ a creature takes the same amount of fire damage no matter how many overlapping\ + \ explosions it's caught in. The saving throw applies to both the bludgeoning\ + \ and the fire damage. \n\n**Heightened (+1)** The bludgeoning damage increases\ + \ by 1d10, and the fire damage increases by 2d6." duration: null has_been_manually_proofread: false level: 9 @@ -10003,7 +12620,14 @@ spell: cast: verbal components: - Verbal - descr: "You utter the most powerful arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. 14th or Lower The target dies instantly. 15th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes dying 1, or increases its dying condition by 1 if it's already dying. 16th or Higher The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly. \n\n**Heightened (10th)** The levels at which each outcome applies increase by 2." + descr: "You utter the most powerful arcane word of power. Once targeted, the target\ + \ is then temporarily immune for 10 minutes. The effect of the spell depends on\ + \ the target's level. 14th or Lower The target dies instantly. 15th If the target\ + \ has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit\ + \ Points and becomes dying 1, or increases its dying condition by 1 if it's already\ + \ dying. 16th or Higher The target takes 50 damage; if this brings the target\ + \ to 0 Hit Points, the target dies instantly. \n\n**Heightened (10th)** The\ + \ levels at which each outcome applies increase by 2." duration: varies has_been_manually_proofread: false level: 9 @@ -10030,7 +12654,10 @@ spell: components: - Somatic - Verbal - descr: You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. + descr: You create a seven-layered sphere to protect an area. This multicolored sphere + functions like a prismatic wall but is shaped in a 10-foot burst centered on a + corner of your space. You must form the sphere in an unbroken open space so its + edges don't pass through any creatures or objects, or the spell is lost. duration: 1 hour has_been_manually_proofread: false level: 9 @@ -10056,7 +12683,20 @@ spell: - Material - Somatic - Verbal - descr: You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally. Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell. Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used. + descr: You conjure a towering mansion up to four stories tall and up to 300 feet + on a side. While Casting the Spell, you hold an image of the mansion and its desired + appearance in your mind. The mansion can contain as many or as few rooms as you + desire, and it is decorated as you imagine it. You can imagine a purpose for each + room of the mansion, and the proper accouterments appear within. Any furniture + or other mundane fixtures function normally for anyone inside the mansion, but + they cease to exist if taken beyond its walls. No fixture created with this spell + can create magical effects, but magical devices brought into the mansion function + normally. Your mansion contains the same types and quantities of foodstuffs and + servants as created by the magnificent mansion spell. Each of the mansion's exterior + doorways and windows are protected by alarm spells. You choose whether each alarm + is audible or mental as you Cast the Spell, and each has a different sound (for + an audible alarm) or sensation (for a mental one), allowing you to instantly determine + which portal has been used. duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 9 @@ -10080,7 +12720,13 @@ spell: components: - Somatic - Verbal - descr: Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you Cast the Spell rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the concentrate trait. You can Dismiss this spell. + descr: Harnessing your mastery of transformative magic, you take on a mutable form. + You transform yourself into any form you could choose with a polymorph spell in + your spell repertoire or that you could prepare of 8th level or lower (including + any 8th-level or lower heightened versions of spells you know). You choose the + type of creature as you Cast the Spell rather than when you prepare it. You can + change your form to any other form you could choose with this spell by using a + single action, which has the concentrate trait. You can Dismiss this spell. duration: 1 minute has_been_manually_proofread: false level: 9 @@ -10105,7 +12751,13 @@ spell: - Material - Somatic - Verbal - descr: You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion, with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy spell. + descr: You send the target a message of 25 words or fewer, and it can respond immediately + with its own message of 25 words or fewer. Your message is insidious and has the + effect of suggestion, with the message substituting for the spoken suggestion. + On a successful save, the target is temporarily immune for 1 day, and on a critical + success, the target is temporarily immune for 1 month. You can target a creature + only if you have previously been in telepathic contact with it before, such as + via the telepathy spell. duration: varies has_been_manually_proofread: false level: 9 @@ -10134,7 +12786,16 @@ spell: components: - Somatic - Verbal - descr: "You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the targets' worst fears. Only the targets can see their assailants. Each target takes 16d6 mental damage and must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes half damage and is frightened 1. \n\n**Failure** The target takes full damage and is frightened 2. \n\n**Critical Failure** The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is frightened 2, and it's also fleeing until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies." + descr: "You fill the targets' minds with terrifying images of fearsome creatures,\ + \ each drawn from the targets' worst fears. Only the targets can see their assailants.\ + \ Each target takes 16d6 mental damage and must attempt a Will save. \n\n**Critical\ + \ Success** The target is unaffected. \n\n**Success** The target takes half\ + \ damage and is frightened 1. \n\n**Failure** The target takes full damage and\ + \ is frightened 2. \n\n**Critical Failure** The target is so afraid, it might\ + \ instantly die. It must attempt a Fortitude saving throw. If the target succeeds,\ + \ it takes double damage and is frightened 2, and it's also fleeing until the\ + \ end of its next turn unless it critically succeeded. If it fails, it is reduced\ + \ to 0 Hit Points and dies." duration: null has_been_manually_proofread: false level: 9 @@ -10164,7 +12825,19 @@ spell: 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. + 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 @@ -10196,7 +12869,13 @@ spell: components: - Somatic - Verbal - descr: You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming. + descr: You tear open a rift to another plane, creating a portal that creatures can + travel through in either direction. This portal is vertical and circular, with + a radius of 40 feet. The portal appears at a location of your choice on the destination + plane, assuming you have a clear idea of both the destination's location on the + plane and what the destination looks like. If you attempt to create a gate into + or out of the realm of a deity or another powerful being, that being can prevent + the gate from forming. duration: sustained up to 1 minute has_been_manually_proofread: false level: 10 @@ -10224,7 +12903,19 @@ spell: - Material - Somatic - Verbal - descr: You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power. The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter. + descr: You fully re-create an object from nothing, even if the object was destroyed. + To do so, you must be able to picture the object in your mind. Additionally, the + material component must be a remnant of the item, no matter how small or insignificant + (even a speck of dust that remains from disintegrate is enough). The spell fails + if your imagination relied on too much guesswork; if the object would be too large + to fit in a 5-foot cube; if the object still exists and you were simply not aware + of it; or if the object is an artifact, has a level over 20, or has similar vast + magical power. The item reassembles in perfect condition. Even if your mental + image was of a damaged or weathered object, the new one is in this perfected form. + If the object was magical, this spell typically restores its constant magical + properties, but not any temporary ones, such as charges or one-time uses. An item + with charges or uses per day has all of its uses expended when remade, but it + replenishes them normally thereafter. duration: null has_been_manually_proofread: false level: 10 @@ -10252,7 +12943,17 @@ spell: - Material - Somatic - Verbal - descr: You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell. + descr: You temporarily stop time for everything but yourself, allowing you to use + several actions in what appears to others to be no time at all. Immediately after + casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. + After each set of actions, 1 round passes, but only for you, effects specifically + targeting or affecting you, and effects you create during the stoppage. All other + creatures and objects are invulnerable to your attacks, and you can't target or + affect them with anything. Once you have finished your actions, time begins to + flow again for the rest of the world. If you created an effect with a duration + that extends beyond the time stop's duration, such as wall of fire, it immediately + affects others again, but it doesn't have any of the effects that happen only + when you first cast the spell. duration: null has_been_manually_proofread: false level: 10 @@ -10276,7 +12977,13 @@ spell: - Material - Somatic - Verbal - descr: You state a wish, making your greatest desire come true. A wish spell can produce any one of the following effects. Duplicate any arcane spell of 9th level or lower. Duplicate any non-arcane spell of 7th level or lower. Produce any effect whose power level is in line with the above effects. Reverse certain effects that refer to the wish spell. The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect. + descr: You state a wish, making your greatest desire come true. A wish spell can + produce any one of the following effects. Duplicate any arcane spell of 9th level + or lower. Duplicate any non-arcane spell of 7th level or lower. Produce any effect + whose power level is in line with the above effects. Reverse certain effects that + refer to the wish spell. The GM might allow you to try using wish to produce greater + effects than these, but doing so might be dangerous or the spell might have only + a partial effect. duration: null has_been_manually_proofread: false level: 10 @@ -10298,7 +13005,10 @@ spell: components: - Somatic - Verbal - descr: "You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. \n\n**Heightened (+1)** The damage increases by 1d6." + descr: "You lance the target with energy. You deal 1d6 positive damage plus your\ + \ spellcasting ability modifier. The target must attempt a basic Fortitude save.\ + \ If the creature critically fails the save, it is also enfeebled 1 for 1 round.\ + \ \n\n**Heightened (+1)** The damage increases by 1d6." duration: null has_been_manually_proofread: false level: 1 @@ -10325,7 +13035,13 @@ spell: components: - Somatic - Verbal - descr: "You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose. \n\n**Heightened (+1)** The damage increases by 1d4." + descr: "You unleash a beam of divine energy. Choose an alignment your deity has\ + \ (chaotic, evil, good, or lawful). You can't cast this spell if you don't have\ + \ a deity or if your deity is true neutral. Make a ranged spell attack roll against\ + \ the target's AC. On a hit, the target takes damage of the chosen alignment type\ + \ equal to 1d4 + your spellcasting ability modifier (double damage on a critical\ + \ hit). The spell gains the trait of the alignment you chose. \n\n**Heightened\ + \ (+1)** The damage increases by 1d4." duration: null has_been_manually_proofread: false level: 1 @@ -10350,7 +13066,10 @@ spell: components: - Somatic - Verbal - descr: "You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects. \n\n**Heightened (6th)** The status bonus increases to +2." + descr: "You ward an ally against the attacks and hostile spells from the target\ + \ enemy. The target ally gains a +1 status bonus to Armor Class and saving throws\ + \ against the target enemy's attacks, spells, and other effects. \n\n**Heightened\ + \ (6th)** The status bonus increases to +2." duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -10374,7 +13093,11 @@ spell: cast: verbal components: - Verbal - descr: You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. + descr: You ask for divine guidance, granting the target a +1 status bonus to one + attack roll, Perception check, saving throw, or skill check the target attempts + before the duration ends. The target chooses which roll to use the bonus on before + rolling. If the target uses the bonus, the spell ends. Either way, the target + is then temporarily immune for 1 hour. duration: until the start of your next turn has_been_manually_proofread: false level: 1 @@ -10400,7 +13123,10 @@ spell: components: - Somatic - Verbal - descr: "In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). \n\n**Heightened (7th)** You can instead know the direction to a familiar location, such as a previous home or a favorite tavern." + descr: "In your mind's eye, you see a path northward. You immediately know which\ + \ direction is north (if it exists at your current location). \n\n**Heightened\ + \ (7th)** You can instead know the direction to a familiar location, such as\ + \ a previous home or a favorite tavern." duration: null has_been_manually_proofread: false level: 1 @@ -10426,7 +13152,8 @@ spell: components: - Somatic - Verbal - descr: Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points. + descr: Positive energy shuts death's door. The target loses the dying condition, + though it remains unconscious at 0 Hit Points. duration: null has_been_manually_proofread: false level: 1 @@ -10454,7 +13181,12 @@ spell: 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. + 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 @@ -10480,7 +13212,10 @@ spell: 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. + 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 @@ -10505,7 +13240,12 @@ spell: components: - Somatic - Verbal - descr: "Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. Only creatures of 6th level or higher-unless divine spellcasters, undead, or beings from the Outer Sphere-have alignment auras. \n\n**Heightened (2nd)** You learn each aura's location and strength." + descr: "Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or\ + \ lawful. You detect auras of that alignment. You receive no information beyond\ + \ presence or absence. You can choose not to detect creatures or effects you're\ + \ aware have that alignment. Only creatures of 6th level or higher-unless divine\ + \ spellcasters, undead, or beings from the Outer Sphere-have alignment auras.\ + \ \n\n**Heightened (2nd)** You learn each aura's location and strength." duration: null has_been_manually_proofread: false level: 1 @@ -10530,7 +13270,11 @@ spell: components: - Somatic - Verbal - descr: "You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons. \n\n**Heightened (2nd)** You learn the number and types of poison." + descr: "You detect whether a creature is venomous or poisonous, or if an object\ + \ is poison or has been poisoned. You do not ascertain whether the target is poisonous\ + \ in multiple ways, nor do you learn the type or types of poison. Certain substances,\ + \ like lead and alcohol, are poisons and so mask other poisons. \n\n**Heightened\ + \ (2nd)** You learn the number and types of poison." duration: null has_been_manually_proofread: false level: 1 @@ -10556,7 +13300,10 @@ spell: components: - Somatic - Verbal - descr: "You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead. \n\n**Heightened (3rd)** The damage increases to 2d4 damage. \n\n**Heightened (5th)** Target up to three weapons, and the damage increases to 3d4 damage." + descr: "You infuse weapons with positive energy. Attacks with these weapons deal\ + \ an extra 1d4 positive damage to undead. \n\n**Heightened (3rd)** The damage\ + \ increases to 2d4 damage. \n\n**Heightened (5th)** Target up to three weapons,\ + \ and the damage increases to 3d4 damage." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -10567,7 +13314,8 @@ spell: - abbr: CRB page_start: 331 page_stop: 331 - targets: up to two weapons, each of which must be wielded by you or a willing ally, or else unattended + targets: up to two weapons, each of which must be wielded by you or a willing ally, + or else unattended traditions: - Divine traits: @@ -10580,7 +13328,17 @@ spell: - '3' cast: to components: null - descr: "You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. \n\n \n\n |1| (somatic) The spell has a range of touch. \n\n |2| (verbal, somatic) The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8. \n\n |3| (material, verbal, somatic) You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area. \n\n**Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8." + descr: "You channel negative energy to harm the living or heal the undead. If the\ + \ target is a living creature, you deal 1d8 negative damage to it, and it gets\ + \ a basic Fortitude save. If the target is a willing undead creature, you restore\ + \ that amount of Hit Points. The number of actions you spend when Casting this\ + \ Spell determines its targets, range, area, and other parameters. \n\n \n\n\ + \ |1| (somatic) The spell has a range of touch. \n\n |2| (verbal, somatic) The\ + \ spell has a range of 30 feet. If you're healing an undead creature, increase\ + \ the Hit Points restored by 8. \n\n |3| (material, verbal, somatic) You disperse\ + \ negative energy in a 30-foot emanation. This targets all living and undead creatures\ + \ in the area. \n\n**Heightened (+1)** The amount of healing or damage increases\ + \ by 1d8, and the extra healing for the 2-action version increases by 8." duration: null has_been_manually_proofread: false level: 1 @@ -10604,7 +13362,17 @@ spell: - '3' cast: to components: null - descr: "You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. \n\n \n\n |1| (somatic) The spell has a range of touch. \n\n |2| (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. \n\n |3| (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst. \n\n**Heightened (+1)** The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8." + descr: "You channel positive energy to heal the living or damage the undead. If\ + \ the target is a willing living creature, you restore 1d8 Hit Points. If the\ + \ target is undead, you deal that amount of positive damage to it, and it gets\ + \ a basic Fortitude save. The number of actions you spend when Casting this Spell\ + \ determines its targets, range, area, and other parameters. \n\n \n\n |1| (somatic)\ + \ The spell has a range of touch. \n\n |2| (verbal, somatic) The spell has a\ + \ range of 30 feet. If you're healing a living creature, increase the Hit Points\ + \ restored by 8. \n\n |3| (material, somatic, verbal) You disperse positive energy\ + \ in a 30-foot emanation. This targets all living and undead creatures in the\ + \ burst. \n\n**Heightened (+1)** The amount of healing or damage increases by\ + \ 1d8, and the extra healing for the 2-action version increases by 8." duration: null has_been_manually_proofread: false level: 1 @@ -10630,7 +13398,14 @@ spell: components: - Somatic - Verbal - descr: You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment. This spell gains the trait that opposes the alignment you chose-if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa. + descr: You ward a creature against a specified alignment. Choose chaotic, evil, + good, or lawful when you cast this spell. The target gains a +1 status bonus to + Armor Class and saving throws against creatures and effects of the chosen alignment. + This bonus increases to +3 against effects from such creatures that would directly + control the target and against attacks made by summoned creatures of the chosen + alignment. This spell gains the trait that opposes the alignment you chose-if + you choose chaos, this spell gains the lawful trait, and vice versa; if you choose + evil, this spell gains the good trait, and vice versa. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -10655,7 +13430,9 @@ spell: components: - Somatic - Verbal - descr: You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons. + descr: You remove toxins and contaminations from food and drink, making them safe + to consume. This spell doesn't prevent future contamination, natural decay, or + spoilage. One cubic foot of liquid is roughly 8 gallons. duration: null has_been_manually_proofread: false level: 1 @@ -10679,7 +13456,14 @@ spell: components: - Somatic - Verbal - descr: "You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends. \n\n**Critical Success** Sanctuary ends. \n\n**Success** The creature can attempt its attack and any other attacks against the target this turn. \n\n**Failure** The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn. \n\n**Critical Failure** The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration." + descr: "You ward a creature with protective energy that deters enemy attacks. Creatures\ + \ attempting to attack the target must attempt a Will save each time. If the target\ + \ uses a hostile action, the spell ends. \n\n**Critical Success** Sanctuary\ + \ ends. \n\n**Success** The creature can attempt its attack and any other attacks\ + \ against the target this turn. \n\n**Failure** The creature can't attack the\ + \ target and wastes the action. It can't attempt further attacks against the target\ + \ this turn. \n\n**Critical Failure** The creature wastes the action and can't\ + \ attempt to attack the target for the rest of sanctuary's duration." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -10703,7 +13487,19 @@ spell: components: - Somatic - Verbal - descr: "You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained. This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically. \n\n**Heightened (+1)** The number of Hit Points transferred each time increases by 2." + descr: "You form a spiritual link with another creature, allowing you to take in\ + \ its pain. When you Cast this Spell and at the start of each of your turns, if\ + \ the target is below maximum Hit Points, it regains 2 Hit Points (or the difference\ + \ between its current and maximum Hit Points, if that's lower). You lose as many\ + \ Hit Points as the target regained. This is a spiritual transfer, so no effects\ + \ apply that would increase the Hit Points the target regains or decrease the\ + \ Hit Points you lose. This transfer also ignores any temporary Hit Points you\ + \ or the target have. Since this effect doesn't involve positive or negative energy,\ + \ spirit link works even if you or the target is undead. While the duration persists,\ + \ you gain no benefit from regeneration or fast healing. You can Dismiss this\ + \ spell, and if you're ever at 0 Hit Points, spirit link ends automatically. \ + \ \n\n**Heightened (+1)** The number of Hit Points transferred each time increases\ + \ by 2." duration: 10 minutes has_been_manually_proofread: false level: 1 @@ -10729,7 +13525,17 @@ spell: - 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.' + 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 @@ -10754,7 +13560,14 @@ spell: 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." + 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 @@ -10782,7 +13595,11 @@ spell: 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." + 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 @@ -10810,7 +13627,14 @@ spell: - Material - Somatic - Verbal - descr: "You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat. Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone. \n\n**Heightened (+1)** The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5." + descr: "You transform the target into delicious fare, changing water into wine or\ + \ another fine beverage or enhancing the food's taste and ingredients to make\ + \ it a gourmet treat. Prior to the transformation, the spell attempts to counteract\ + \ any poisons in the food or water. The food turns back to normal if not consumed\ + \ before the duration expires, though any poisons that were counteracted are still\ + \ gone. \n\n**Heightened (+1)** The number of gallons of water you can target\ + \ increases by 1, or the number of pounds of food you can target increases by\ + \ 5." duration: 1 hour has_been_manually_proofread: false level: 2 @@ -10835,7 +13659,10 @@ spell: components: - Somatic - Verbal - descr: All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected. + descr: All creatures in the area when you cast the spell are limned in colorful, + heatless fire of a color of your choice for the duration. Visible creatures can't + be concealed while affected by faerie fire. If the creatures are invisible, they + are concealed while affected by faerie fire, rather than being undetected. duration: 5 minutes has_been_manually_proofread: false level: 2 @@ -10861,7 +13688,18 @@ spell: components: - Somatic - Verbal - descr: "You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save. \n\n**Ghoul Fever** (disease) **Level** 3 \n\n * **Stage 1** carrier with no ill effects (1 day)\n\n * **Stage 2** 3d8 negative energy damage and the creature regains half as many Hit Points from all healing (1 day)\n\n * **Stage 3** As stage 2 (1 day)\n\n * **Stage 4** 3d8 negative damage and the creature gains no benefit from healing (1 day)\n\n * **Stage 5** As stage 4 (1 day)\n\n * **Stage 6** The creature dies and rises as a ghoul at the next midnight.\n\n \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is afflicted with ghoul fever at stage 1. \n\n**Failure** The target is afflicted with ghoul fever at stage 2. \n\n**Critical Failure** The target is afflicted with ghoul fever at stage 3." + descr: "You touch the target to afflict it with ghoul fever, infesting it with hunger\ + \ and a steadily decreasing connection to positive energy; the target must attempt\ + \ a Fortitude save. \n\n**Ghoul Fever** (disease) **Level** 3 \n\n * **Stage\ + \ 1** carrier with no ill effects (1 day)\n\n * **Stage 2** 3d8 negative energy\ + \ damage and the creature regains half as many Hit Points from all healing (1\ + \ day)\n\n * **Stage 3** As stage 2 (1 day)\n\n * **Stage 4** 3d8 negative damage\ + \ and the creature gains no benefit from healing (1 day)\n\n * **Stage 5** As\ + \ stage 4 (1 day)\n\n * **Stage 6** The creature dies and rises as a ghoul at\ + \ the next midnight.\n\n \n\n**Critical Success** The target is unaffected. \ + \ \n\n**Success** The target is afflicted with ghoul fever at stage 1. \n\n**Failure**\ + \ The target is afflicted with ghoul fever at stage 2. \n\n**Critical Failure**\ + \ The target is afflicted with ghoul fever at stage 3." duration: null has_been_manually_proofread: false level: 2 @@ -10889,7 +13727,10 @@ spell: components: - Somatic - Verbal - descr: "With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect. \n\n**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures." + descr: "With a touch, you ease a creature's fears. You can attempt to counteract\ + \ a single fear effect that the target suffers from. This frees only the target,\ + \ not any other creatures under the fear effect. \n\n**Heightened (6th)** The\ + \ spell's range increases to 30 feet, and you can target up to 10 creatures." duration: null has_been_manually_proofread: false level: 2 @@ -10914,7 +13755,11 @@ spell: components: - Somatic - Verbal - descr: "A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins. \n\n**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures." + descr: "A surge of energy frees a paralyzed creature. You can attempt to counteract\ + \ a single effect imposing the paralyzed condition on the target. This does not\ + \ cure someone who is paralyzed from some natural state or effect, such as paralysis\ + \ caused by non-magical wounds or toxins. \n\n**Heightened (6th)** The spell's\ + \ range increases to 30 feet, and you can target up to 10 creatures." duration: null has_been_manually_proofread: false level: 2 @@ -10941,7 +13786,22 @@ spell: - Material - Somatic - Verbal - descr: "Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.Reduce a Condition Reduce the value of the target's clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each. \n\n**Heightened (4th)** Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition. \n\n**Heightened (6th)** As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost." + descr: "Restorative magic counters the effects of toxins or conditions that prevent\ + \ a creature from functioning at its best. When you cast restoration, choose to\ + \ either reduce a condition or lessen the effect of a toxin. A creature can benefit\ + \ from only one restoration spell each day, and it can't benefit from restoration\ + \ more than once to reduce the stage of the same exposure to a given toxin.Lessen\ + \ a Toxin Reduce the stage of one toxin the target suffers from by one stage.\ + \ This can't reduce the stage below stage 1 or cure the affliction.Reduce a Condition\ + \ Reduce the value of the target's clumsy, enfeebled, or stupefied condition by\ + \ 2. You can instead reduce two of the listed conditions by 1 each. \n\n**Heightened\ + \ (4th)** Add drained to the list of conditions you can reduce. When you lessen\ + \ a toxin, reduce the stage by two. You also gain a third option that allows you\ + \ to reduce the target's doomed value by 1. You can't use this to reduce a permanent\ + \ doomed condition. \n\n**Heightened (6th)** As the 4th-level restoration, but\ + \ you can reduce a permanent doomed condition if you add a spellcasting action\ + \ and a material component while Casting the Spell, during which you provide 100\ + \ gp worth of diamond dust as a cost." duration: null has_been_manually_proofread: false level: 2 @@ -10967,7 +13827,13 @@ spell: components: - Somatic - Verbal - descr: "You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin. \n\n**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature." + descr: "You attempt to counteract a single effect imposing the blinded or deafened\ + \ conditions on the target, restoring its vision or hearing. This can counteract\ + \ both temporary magic and permanent consequences of magic, but it doesn't cure\ + \ someone who does not have the sense due to some natural state or effect, such\ + \ as from birth or from a non-magical wound or toxin. \n\n**Heightened (6th)**\ + \ The spell's range increases to 30 feet, and you can target up to 10 creatures.\ + \ You can choose the effect to counteract separately for each selected creature." duration: null has_been_manually_proofread: false level: 2 @@ -10993,7 +13859,13 @@ spell: components: - Somatic - Verbal - descr: You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends. + descr: You forge a temporary link between the target's life essence and your own. + The target takes half damage from all effects that deal Hit Point damage, and + you take the remainder of the damage. When you take damage through this link, + you don't apply any resistances, weaknesses, or other abilities you have to that + damage; you simply take that amount of damage. The spell ends if the target is + ever more than 30 feet away from you. If either you or the target is reduced to + 0 Hit Points, any damage from this spell is resolved and then the spell ends. duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -11016,7 +13888,15 @@ spell: components: - Material - Somatic - descr: "The target makes no sound, preventing creatures from noticing it using hearing or other senses alone. The target can't use sonic attacks, nor can it use actions with the auditory trait. This prevents it from casting spells that include verbal components. \n\n**Heightened (4th)** The spell effect emanates from the touched creature, silencing all sound in or passing through a 10- foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example)." + descr: "The target makes no sound, preventing creatures from noticing it using hearing\ + \ or other senses alone. The target can't use sonic attacks, nor can it use actions\ + \ with the auditory trait. This prevents it from casting spells that include verbal\ + \ components. \n\n**Heightened (4th)** The spell effect emanates from the touched\ + \ creature, silencing all sound in or passing through a 10- foot radius and preventing\ + \ any auditory and sonic effects in the affected area. While within the radius,\ + \ creatures are subject to the same effects as the target. Depending upon the\ + \ position of the effect, a creature might notice the lack of sound reaching it\ + \ (blocking off the noise coming from a party, for example)." duration: 1 minute has_been_manually_proofread: false level: 2 @@ -11041,7 +13921,12 @@ spell: components: - Somatic - Verbal - descr: "A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure** The creature takes full damage and is deafened for 1 round. \n\n**Critical Failure** The creature takes double damage and is deafened and stunned 1 for 1 minute. \n\n**Heightened (+1)** The damage increases by 1d10." + descr: "A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature\ + \ must attempt a Fortitude save. \n\n**Critical Success** The creature is unaffected.\ + \ \n\n**Success** The creature takes half damage. \n\n**Failure** The creature\ + \ takes full damage and is deafened for 1 round. \n\n**Critical Failure** The\ + \ creature takes double damage and is deafened and stunned 1 for 1 minute. \n\ + \n**Heightened (+1)** The damage increases by 1d10." duration: null has_been_manually_proofread: false level: 2 @@ -11067,7 +13952,23 @@ spell: components: - Somatic - Verbal - descr: "A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as your deity's favored weapon. When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty. The weapon's Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to it. \n\n**Heightened (+2)** The weapon's damage increases by 1d8." + descr: "A weapon made of pure magical force materializes and attacks foes you designate\ + \ within range. This weapon has a ghostly appearance and manifests as your deity's\ + \ favored weapon. When you cast the spell, the weapon appears next to a foe you\ + \ choose within range and makes a Strike against it. Each time you Sustain the\ + \ Spell, you can move the weapon to a new target within range (if needed) and\ + \ Strike with it. The spiritual weapon uses and contributes to your multiple attack\ + \ penalty. The weapon's Strikes are melee spell attacks. Regardless of its appearance,\ + \ the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier.\ + \ You can deal damage of the type normally dealt by the weapon instead of force\ + \ damage (or any of the available damage types for a versatile weapon). No other\ + \ statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent\ + \ creatures only. Despite making a spell attack, the spiritual weapon is a weapon\ + \ for purposes of triggers, resistances, and so forth. The weapon doesn't take\ + \ up space, grant flanking, or have any other attributes a creature would. The\ + \ weapon can't make any attack other than its Strike, and feats or spells that\ + \ affect weapons do not apply to it. \n\n**Heightened (+2)** The weapon's damage\ + \ increases by 1d8." duration: sustained up to 1 minute has_been_manually_proofread: false level: 2 @@ -11093,7 +13994,11 @@ spell: components: - Somatic - Verbal - descr: "As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it. \n\n**Heightened (4th)** The spell's range increases to 30 feet, and you can target up to 10 creatures." + descr: "As long as you and the target are on the same plane of existence and both\ + \ alive, you remain aware of its present state. You know the target's direction\ + \ from you, distance from you, and any conditions affecting it. \n\n**Heightened\ + \ (4th)** The spell's range increases to 30 feet, and you can target up to 10\ + \ creatures." duration: 1 day has_been_manually_proofread: false level: 2 @@ -11120,7 +14025,8 @@ spell: - Material - Somatic - Verbal - descr: You shroud a creature in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. + descr: You shroud a creature in wards that hide its alignment. The target appears + to be neutral to all effects that would detect its alignment. duration: until the next time you make your daily preparations has_been_manually_proofread: false level: 2 @@ -11145,7 +14051,15 @@ spell: 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." + 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 @@ -11174,7 +14088,15 @@ spell: - 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." + 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 @@ -11199,7 +14121,16 @@ spell: 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)." + 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 @@ -11224,7 +14155,10 @@ spell: components: - Somatic - Verbal - descr: "You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. \n\n**Heightened (6th)** The status bonus increases to +2. \n\n**Heightened (9th)** The status bonus increases to +3." + descr: "You tap into the target's inner heroism, granting it a +1 status bonus to\ + \ attack rolls, Perception checks, saving throws, and skill checks. \n\n**Heightened\ + \ (6th)** The status bonus increases to +2. \n\n**Heightened (9th)** The status\ + \ bonus increases to +3." duration: 10 minutes has_been_manually_proofread: false level: 3 @@ -11249,7 +14183,8 @@ spell: components: - Somatic - Verbal - descr: You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison. + descr: You pour healing magic through the target in an attempt to cure one poison + afflicting it. Attempt a counteract check against the poison. duration: null has_been_manually_proofread: false level: 3 @@ -11275,7 +14210,8 @@ spell: - Material - Somatic - Verbal - descr: Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target. + descr: Healing magic purges disease from a creature's body. You attempt to counteract + one disease afflicting the target. duration: null has_been_manually_proofread: false level: 3 @@ -11303,7 +14239,10 @@ spell: - Somatic - Verbal cost: 1 vial of holy water - descr: You sanctify the area, sprinkling it with holy water and warding it against your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures. + descr: You sanctify the area, sprinkling it with holy water and warding it against + your foes. Choose aberrations, celestials, dragons, fiends, monitors, or undead. + All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, + and saving throws against the chosen creatures. duration: null has_been_manually_proofread: false level: 3 @@ -11326,7 +14265,16 @@ spell: components: - Somatic - Verbal - descr: "You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target \n\n**Critical Success** The target takes double fire damage, as well as double good damage if a fiend or undead. \n\n**Success** The target takes full damage \n\n**Heightened (+1)** The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6." + descr: "You shoot a blazing ray of light tinged with holy energy. Make a ranged\ + \ spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead,\ + \ you deal an extra 5d6 good damage. If the light passes through an area of magical\ + \ darkness or targets a creature affected by magical darkness, searing light attempts\ + \ to counteract the darkness. If you need to determine whether the light passes\ + \ through an area of darkness, draw a line between yourself and the spell's target\ + \ \n\n**Critical Success** The target takes double fire damage, as well as double\ + \ good damage if a fiend or undead. \n\n**Success** The target takes full damage\ + \ \n\n**Heightened (+1)** The fire damage increases by 2d6, and the good damage\ + \ against fiends and undead increases by 2d6." duration: null has_been_manually_proofread: false level: 3 @@ -11355,7 +14303,13 @@ spell: - Material - Somatic - Verbal - descr: You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route. + descr: You call upon the beyond to guide your route. When you Cast this Spell, choose + a destination; you receive an inspired route to that destination, allowing you + and allies who travel overland with you to reduce the movement penalty from difficult + terrain by half for the duration, as long as you don't deviate from the inspired + route. This doesn't have any effect on movement during encounters. If you use + this ability again before the duration is over, this effect ends and is replaced + by that of the new route. duration: until your next daily preparations has_been_manually_proofread: false level: 3 @@ -11379,7 +14333,19 @@ spell: components: - Somatic - Verbal - descr: "You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes a -2 status penalty to Deception checks. \n\n**Failure** The target can't speak any deliberate and intentional lies, and it takes a -2 status penalty to Deception checks. \n\n**Critical Failure** The target can't speak any deliberate and intentional lies and takes a -4 status penalty to Deception checks." + descr: "You designate an area in which creatures are compelled to speak only truth.\ + \ Creatures within or entering the area have difficulty lying. Each potentially\ + \ affected creature must attempt a Will save when the spell is cast or when the\ + \ creature first enters the area. It uses the results of this initial save if\ + \ it leaves and reenters the area. Affected creatures are aware of this enchantment;\ + \ therefore, they can avoid answering questions to which they would normally respond\ + \ with a lie, or they can be evasive as long as they remain within the boundaries\ + \ of the truth. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target takes a -2 status penalty to Deception checks. \n\n**Failure**\ + \ The target can't speak any deliberate and intentional lies, and it takes a\ + \ -2 status penalty to Deception checks. \n\n**Critical Failure** The target\ + \ can't speak any deliberate and intentional lies and takes a -4 status penalty\ + \ to Deception checks." duration: 10 minutes has_been_manually_proofread: false level: 3 @@ -11406,7 +14372,8 @@ spell: 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. + 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 @@ -11431,7 +14398,15 @@ spell: 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." + 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 @@ -11456,7 +14431,18 @@ spell: components: - Somatic - Verbal - descr: "You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure** The creature takes full damage and is sickened 1. \n\n**Critical Failure** The creature takes full damage and is sickened 2; while it is sickened, it is also slowed 1. \n\n**Heightened (+1)** The damage increases by 1d10." + descr: "You can channel the fury of your deity against foes of opposed alignment.\ + \ Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't\ + \ cast this spell if you don't have a deity or your deity is true neutral. This\ + \ spell gains the trait of the alignment you chose. You deal 4d10 damage of the\ + \ alignment you chose; each creature in the area must attempt a Fortitude save.\ + \ Creatures that match the alignment you chose are unaffected. Those that neither\ + \ match nor oppose it treat the result of their saving throw as one degree better.\ + \ \n\n**Critical Success** The creature is unaffected. \n\n**Success** The\ + \ creature takes half damage. \n\n**Failure** The creature takes full damage\ + \ and is sickened 1. \n\n**Critical Failure** The creature takes full damage\ + \ and is sickened 2; while it is sickened, it is also slowed 1. \n\n**Heightened\ + \ (+1)** The damage increases by 1d10." duration: null has_been_manually_proofread: false level: 4 @@ -11482,7 +14468,12 @@ spell: - Somatic - Verbal cost: one vial of holy water - descr: "You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends. \n\n**Heightened (+1)** The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6." + descr: "You call upon sacred energy to amplify a vial of holy water, tossing it\ + \ an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning\ + \ damage to creatures in the area from the cascade of water. The water deals an\ + \ additional 6d6 positive damage to undead and 6d6 good damage to fiends. \n\n\ + **Heightened (+1)** The bludgeoning damage increases by 1d6, and the additional\ + \ positive and good damage each increase by 2d6." duration: null has_been_manually_proofread: false level: 4 @@ -11510,7 +14501,9 @@ spell: - Material - Somatic - Verbal - descr: You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen. + descr: You peek into the future. Choose a particular goal, event, or activity that + will occur within 1 week. You learn a cryptic clue or piece of advice that could + help with the chosen event, often in the form of a rhyme or omen. duration: null has_been_manually_proofread: false level: 4 @@ -11536,7 +14529,10 @@ spell: - Material - Somatic - Verbal - descr: Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn't remove the curse from the item. + descr: Your touch grants a reprieve to a cursed creature. You attempt to counteract + one curse afflicting the target. If the curse comes from a cursed item or other + external source, a success indicates that the target creature can rid itself of + the cursed item, but it doesn't remove the curse from the item. duration: null has_been_manually_proofread: false level: 4 @@ -11562,7 +14558,25 @@ spell: - Material - Somatic - Verbal - descr: "You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects. \n\n**Critical Success** The target can lie or refuse to answer your questions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time. \n\n**Success** The target can provide false information or refuse to answer your questions. \n\n**Failure** The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions. \n\n**Critical Failure** As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a -2 status penalty to Deception checks to deceive or mislead you." + descr: "You grant the target corpse a semblance of life, which it uses to speak\ + \ the answers to three questions posed to it. This spell calls on the physical\ + \ body's latent memories rather than summoning back the deceased's spirit, so\ + \ the corpse must be mostly intact for the spell to function. The more damage\ + \ the corpse has taken, the more inaccurate or patchwork its answers are, and\ + \ it must have a throat and mouth to speak at all. If anyone has previously cast\ + \ this spell on the corpse in the last week, the spell automatically fails. The\ + \ corpse can attempt a Will save to resist answering the questions using the statistics\ + \ of the original creature at its time of death, with the following effects. \ + \ \n\n**Critical Success** The target can lie or refuse to answer your questions,\ + \ and the target's spirit haunts you for 24 hours, bothering you and causing you\ + \ to be unable to gain any rest for that time. \n\n**Success** The target can\ + \ provide false information or refuse to answer your questions. \n\n**Failure**\ + \ The target must answer truthfully, but its answers can be brief, cryptic, and\ + \ repetitive. It can still mislead you or attempt to stall so that the spell's\ + \ duration runs out before you can ask all your questions. \n\n**Critical Failure**\ + \ As failure, but the target's answers are more direct and less repetitive, though\ + \ still cryptic. It takes a -2 status penalty to Deception checks to deceive or\ + \ mislead you." duration: 10 minutes has_been_manually_proofread: false level: 4 @@ -11588,7 +14602,15 @@ spell: components: - Somatic - Verbal - descr: "Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time. \n\n**Heightened (+1)** The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step." + descr: "Vitality radiates outward from you, allowing others to supplicate and receive\ + \ healing. Once per round, either you or an ally can use an Interact action to\ + \ supplicate and lay hands upon you to regain Hit Points. Each time the beacon\ + \ heals someone, it decreases in strength. It restores 4d10 Hit Points to the\ + \ first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and\ + \ 4d4 Hit Points to the fourth, after which the spell ends. You can have only\ + \ one vital beacon active at a time. \n\n**Heightened (+1)** The beacon restores\ + \ one additional die of Hit Points each time it heals, using the same die size\ + \ as the others for that step." duration: until your next daily preparations has_been_manually_proofread: false level: 4 @@ -11613,7 +14635,17 @@ spell: 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." + 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 @@ -11641,7 +14673,10 @@ spell: 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. + 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 @@ -11666,7 +14701,9 @@ spell: 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. + 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 @@ -11692,7 +14729,12 @@ spell: components: - Somatic - Verbal - descr: "You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "You call a rain of divine fire that plummets down from above, dealing 8d6\ + \ fire damage. Because the flame is infused with divine energy, creatures in the\ + \ area apply only half their usual fire resistance. Creatures that are immune\ + \ to fire, instead of gaining the usual benefit of immunity, treat the results\ + \ of their saving throws as one degree of success better. \n\n**Heightened (+1)**\ + \ The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 5 @@ -11718,7 +14760,11 @@ spell: components: - Somatic - Verbal - descr: "You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area. \n\n**Heightened (+1)** The damage increases by 1d8." + descr: "You shape the quasi-real substance of the Shadow Plane into a blast. Choose\ + \ acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic\ + \ damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot\ + \ line. The blast deals 5d8 damage of the type you chose to each creature in the\ + \ area. \n\n**Heightened (+1)** The damage increases by 1d8." duration: null has_been_manually_proofread: false level: 5 @@ -11744,7 +14790,34 @@ spell: components: - Somatic - Verbal - descr: "A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian. \n\n**Heightened (+2)** The guardian's damage increases by 1d8, and its Hit Points increase by 20." + descr: "A Medium guardian made of magical force appears and attacks foes you designate\ + \ within range. The spiritual guardian is translucent and appears to be holding\ + \ your deity's favored weapon. When you Cast the Spell, the spiritual guardian\ + \ appears in an unoccupied space next to a foe of your choice within range and\ + \ makes a Strike against it. Each time you Sustain the Spell, you can move the\ + \ spiritual guardian to an unoccupied space next to a target within range (if\ + \ necessary) and make a Strike with it. The guardian uses and contributes to your\ + \ multiple attack penalty. Alternatively, when you Sustain the Spell, you can\ + \ have the guardian move adjacent to an ally and protect that ally. If you do,\ + \ each time the ally would take damage, the guardian takes the first 10 damage\ + \ instead of your ally. It continues to do so until you move the guardian to attack\ + \ an enemy or defend a different ally, or until the guardian is destroyed (it\ + \ has 50 Hit Points and can't recover Hit Points by any means). The guardian can't\ + \ usually take damage except when protecting an ally, though disintegrate automatically\ + \ destroys it if it hits the spiritual guardian's AC of 25. The guardian's Strikes\ + \ are melee spell attacks. Regardless of the appearance of the guardian's weapon,\ + \ the guardian deals force damage equal to 2d8 plus your spellcasting ability\ + \ modifier, but you can deal damage of the type normally dealt by the weapon it\ + \ holds instead of force damage. No other traits or statistics of the weapon apply,\ + \ and even a ranged weapon attacks adjacent creatures only. Despite making a spell\ + \ attack, the spiritual guardian's weapon is a weapon for the purposes of triggers,\ + \ resistances, and so forth. The guardian takes up space and allies can use it\ + \ when flanking, but it doesn't have any other attributes a creature would normally\ + \ have aside from Hit Points, and creatures can move through its space without\ + \ hindrance. The guardian can't make any attack other than its Strike, and feats\ + \ or spells that affect weapons or enhance allies do not apply to the guardian.\ + \ \n\n**Heightened (+2)** The guardian's damage increases by 1d8, and its Hit\ + \ Points increase by 20." duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -11770,7 +14843,15 @@ spell: - Material - Somatic - Verbal - descr: "You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure a celestial to fight on your behalf. This works like summon\ + \ animal, except you summon a common creature that has the celestial trait and\ + \ whose level is 5 or lower. You can't summon a creature unless its alignment\ + \ is one of your deity's preferred alignments (or, if you don't have a deity,\ + \ is within one step of your alignment). At the GM's discretion, some deities\ + \ might restrict specific types of celestials, even if their alignments match.\ + \ \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n\ + **Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened\ + \ (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -11793,7 +14874,14 @@ spell: - Material - Somatic - Verbal - descr: "You conjure a fiend to fight on your behalf. This works like summon animal, except you summon a common creature that has the fiend trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure a fiend to fight on your behalf. This works like summon animal,\ + \ except you summon a common creature that has the fiend trait and whose level\ + \ is 5 or lower. You can't summon a creature unless its alignment is one of your\ + \ deity's preferred alignments (or, if you don't have a deity, is within one step\ + \ of your alignment). At the GM's discretion, some deities might restrict specific\ + \ types of fiends, even if their alignments match. \n\n**Heightened (6th)** \ + \ Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level\ + \ 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -11816,7 +14904,15 @@ spell: - 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." + 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 @@ -11841,7 +14937,11 @@ spell: components: - Somatic - Verbal - descr: "A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d8 Hit Points, and any undead creature that starts its turn in the area takes 1d8 positive damage. \n\n**Heightened (8th)** The healing and damage increase to 1d10. \n\n**Heightened (9th)** The healing and damage increase to 1d12." + descr: "A field of positive energy fills the area, exuding warmth and rejuvenating\ + \ those within. Each living creature that starts its turn in the area regains\ + \ 1d8 Hit Points, and any undead creature that starts its turn in the area takes\ + \ 1d8 positive damage. \n\n**Heightened (8th)** The healing and damage increase\ + \ to 1d10. \n\n**Heightened (9th)** The healing and damage increase to 1d12." duration: sustained up to 1 minute has_been_manually_proofread: false level: 6 @@ -11869,7 +14969,26 @@ spell: - Somatic - Verbal cost: diamonds worth a total value of the target's level (minimum 1) x 200 gp - descr: "You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark. \n\n**Heightened (7th)** The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. \n\n**Heightened (8th)** The maximum level the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. \n\n**Heightened (9th)** The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. \n\n**Heightened (10th)** The maximum level the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp." + descr: "You attempt to call forth the dead creature's soul, requiring the creature's\ + \ body to be present and relatively intact. The creature must have died within\ + \ the past 3 days. If Pharasma has decided that the creature's time has come (at\ + \ the GM's discretion), or if the creature doesn't wish to return to life, this\ + \ spell automatically fails, but the diamonds aren't consumed in the casting.\ + \ If the spell is successful, the creature returns to life with 1 Hit Point, no\ + \ spells prepared or spell slots available, no points in any pools or any other\ + \ daily resources, and still with any long-term debilitations of the old body.\ + \ The time spent in the Boneyard leaves the target temporarily debilitated, making\ + \ it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be\ + \ removed or reduced by any means until the week has passed. The creature is also\ + \ permanently changed by its time in the afterlife, such as a slight personality\ + \ shift, a streak of white in the hair, or a strange new birthmark. \n\n**Heightened\ + \ (7th)** The maximum level of the target increases to 15. The cost increases\ + \ to the target's level (minimum 1) × 400 gp. \n\n**Heightened (8th)** The maximum\ + \ level the target increases to 17. The cost increases to the target's level (minimum\ + \ 1) × 800 gp. \n\n**Heightened (9th)** The maximum level of the target increases\ + \ to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. \n\n\ + **Heightened (10th)** The maximum level the target increases to 21. The cost\ + \ increases to the target's level (minimum 1) × 3,200 gp." duration: null has_been_manually_proofread: false level: 6 @@ -11894,7 +15013,28 @@ spell: components: - Somatic - Verbal - descr: "You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell. \n\nYou gain the following statistics and abilities: \n\n * AC = 20 + your level.\n\n * Ignore your armor's check penalty and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Speed 40 feet.\n\n * Resistance 3 against physical damage.\n\n * Darkvision.\n\n * A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage.\n\n * Athletics modifier of +23, unless your own modifier is higher.\n\n \n\n**Heightened (8th)** Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, resistance 4 against physical damage, attack modifier +28, damage bonus +15 (+12 for a ranged attack), and Athletics +29." + descr: "You focus all your divine energy and transform yourself into a Medium battle\ + \ form, similar to your normal form but armed with powerful divine armaments granted\ + \ by your deity. While in this form, you gain the statistics and abilities listed\ + \ below. You have hands in this battle form and can use manipulate actions. You\ + \ can Dismiss the spell. \n\nYou gain the following statistics and abilities:\ + \ \n\n * AC = 20 + your level.\n\n * Ignore your armor's check penalty and Speed\ + \ reduction.\n\n * 10 temporary Hit Points.\n\n * Speed 40 feet.\n\n * Resistance\ + \ 3 against physical damage.\n\n * Darkvision.\n\n * A special attack with a righteous\ + \ armament version of your favored weapon, which is the only attack you can use.\ + \ Your attack modifier with the special weapon is +21, and your damage bonus is\ + \ +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored\ + \ weapon is higher, you can use it instead. You deal three of your weapon's normal\ + \ damage dice, or three damage dice of one size larger if your weapon is a simple\ + \ weapon with a d4 or d6 damage die. The weapon has one of the following properties\ + \ that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your\ + \ deity is true neutral, you instead deal an extra 1d6 precision damage.\n\n *\ + \ Athletics modifier of +23, unless your own modifier is higher.\n\n \n\n**Heightened\ + \ (8th)** Your battle form is Large, and your attacks have 10-foot reach, or\ + \ 15-foot reach if your deity's favored weapon has reach. You must have enough\ + \ space to expand into or the spell is lost. You instead gain AC = 21 + your level,\ + \ 15 temporary HP, resistance 4 against physical damage, attack modifier +28,\ + \ damage bonus +15 (+12 for a ranged attack), and Athletics +29." duration: 1 minute has_been_manually_proofread: false level: 6 @@ -11917,7 +15057,13 @@ spell: components: - Somatic - Verbal - descr: "You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "You concentrate ethereal energy and attack a creature's spirit, dealing\ + \ 16d6 force damage. Because spirit blast affects the creature's spirit, it can\ + \ damage a target projecting its consciousness (such as via project image) or\ + \ possessing another creature even if the target's body is elsewhere. The possessed\ + \ creature isn't harmed by the blast. The blast doesn't harm creatures that have\ + \ no spirit, such as constructs. \n\n**Heightened (+1)** The damage increases\ + \ by 2d6." duration: null has_been_manually_proofread: false level: 6 @@ -11943,7 +15089,14 @@ spell: components: - Somatic - Verbal - descr: You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them. + descr: You can ask questions of and receive answers from natural or worked stone. + While stone is not intelligent, you speak with the natural spirits of the stone, + which have a personality colored by the type of stone, as well as by the type + of structure the stone is part of, for worked stone. A stone's perspective, perception, + and knowledge give it a worldview different enough from a human's that it doesn't + consider the same details important. Stones can mostly answer questions about + creatures that touched them in the past and what is concealed beneath or behind + them. duration: 10 minutes has_been_manually_proofread: false level: 6 @@ -11968,7 +15121,10 @@ spell: components: - Somatic - Verbal - descr: Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape. + descr: Manipulating the fundamental particles of matter, you convert stone into + flesh and blood. You restore a petrified creature to its normal state or transform + a stone object into a mass of inert flesh (without stone's Hardness) in roughly + the same shape. duration: null has_been_manually_proofread: false level: 6 @@ -11993,7 +15149,13 @@ spell: components: - Somatic - Verbal - descr: You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely. + descr: You bypass your targets' rational minds, instilling them with unshakable + conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status + bonus to Will saves against mental effects, as their faith overrides the signals + from their own bodies and minds. If you tell a target to do something, it must + comply with your request, though if it would normally find the task repugnant, + it can attempt a Will save at the end of its turn each round due to the cognitive + dissonance. On a success, it ends the spell's effects on itself entirely. duration: 10 minutes has_been_manually_proofread: false level: 6 @@ -12018,7 +15180,21 @@ spell: components: - Somatic - Verbal - descr: "You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude save. Creatures with an alignment that matches the one you chose are unaffected by the spell. Those that neither match nor oppose it treat the result of their saving throw as one degree better and don't suffer effects other than damage. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure** The creature takes full damage and is enfeebled 2 for 1 minute. \n\n**Critical Failure** The creature takes double damage and is enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a critical failure, it dies." + descr: "You utter a potent litany from your faith, a mandate that harms those who\ + \ oppose your ideals. Choose an alignment your deity has (chaotic, evil, good,\ + \ or lawful). You can't cast this spell if you don't have a deity or your deity\ + \ is true neutral. This spell gains the trait of the alignment you chose. You\ + \ deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude\ + \ save. Creatures with an alignment that matches the one you chose are unaffected\ + \ by the spell. Those that neither match nor oppose it treat the result of their\ + \ saving throw as one degree better and don't suffer effects other than damage.\ + \ \n\n**Critical Success** The creature is unaffected. \n\n**Success** The\ + \ creature takes half damage. \n\n**Failure** The creature takes full damage\ + \ and is enfeebled 2 for 1 minute. \n\n**Critical Failure** The creature takes\ + \ double damage and is enfeebled 2 for 1 minute. On your home plane, a creature\ + \ that critically fails is banished with the effect of a failed banishment save.\ + \ A 10th-level creature or lower must attempt a Will save. On a failure, it's\ + \ paralyzed for 1 minute; on a critical failure, it dies." duration: varies has_been_manually_proofread: false level: 7 @@ -12042,7 +15218,23 @@ spell: components: - Somatic - Verbal - descr: "You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. \n\nIf you were Medium or smaller, you become Large, as the effects of enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits. \n\n * 40 temporary Hit Points.\n\n * A fly Speed equal to your Speed.\n\n * Weakness 10 to the alignment opposite the one you chose.\n\n * A +1 status bonus to saves against spells.\n\n * Darkvision.\n\n * Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type.\n\n * One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.\n\n \n\n**Heightened (9th)** The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes." + descr: "You accept otherworldly energies into your body; while you are still recognizably\ + \ yourself, you gain the features of one of your deity's servitors. Choose an\ + \ alignment your deity has (chaotic, evil, good, or lawful). You can't cast this\ + \ spell if you don't have a deity or your deity is true neutral. This spell gains\ + \ the trait of the alignment you chose. \n\nIf you were Medium or smaller, you\ + \ become Large, as the effects of enlarge. You must have space to expand into,\ + \ or the spell is lost. You also gain the following benefits. \n\n * 40 temporary\ + \ Hit Points.\n\n * A fly Speed equal to your Speed.\n\n * Weakness 10 to the\ + \ alignment opposite the one you chose.\n\n * A +1 status bonus to saves against\ + \ spells.\n\n * Darkvision.\n\n * Your unarmed attacks and weapons deal 1 additional\ + \ damage of the chosen alignment type.\n\n * One or more unarmed melee attacks.\ + \ If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose\ + \ chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If\ + \ you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage\ + \ and has the agile and finesse traits.\n\n \n\n**Heightened (9th)** The temporary\ + \ Hit Points increase to 60, the weakness increases to 15, and the duration increases\ + \ to 10 minutes." duration: 1 minute has_been_manually_proofread: false level: 7 @@ -12065,7 +15257,18 @@ spell: components: - Somatic - Verbal - descr: "You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down). You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there. When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed. If you cast this spell when not on the Material Plane, it is lost. \n\n**Heightened (9th)** You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes." + descr: "You travel to the Ethereal Plane, which overlaps the Material Plane. Material\ + \ Plane creatures can't see you, and you can move through things on the Material\ + \ Plane. You move at half your normal Speeds, but can move in any direction (including\ + \ up and down). You can see onto the Material Plane within a radius of 60 feet;\ + \ it is gray, hazy, and concealed from you. You can't affect the Material Plane,\ + \ and you can't be affected by the Material Plane except by force effects and\ + \ abjurations originating there. When the spell ends, you return to the Material\ + \ Plane. If you're in the air, you fall (unless you can fly), and if you're inside\ + \ an object, you're pushed into the nearest open space and take 1d6 damage per\ + \ 5 feet you were pushed. If you cast this spell when not on the Material Plane,\ + \ it is lost. \n\n**Heightened (9th)** You can target up to five additional\ + \ willing creatures at a range of 30 feet. The duration is up to 10 minutes." duration: sustained up to 1 minute has_been_manually_proofread: false level: 7 @@ -12090,7 +15293,10 @@ spell: components: - Somatic - Verbal - descr: "You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly. \n\n**Heightened (+1)** The damage increases by 10." + descr: "You point your finger toward the target and speak a word of slaying. You\ + \ deal 70 negative damage to the target. If the damage from finger of death reduces\ + \ the target to 0 Hit Points, the target dies instantly. \n\n**Heightened (+1)**\ + \ The damage increases by 10." duration: null has_been_manually_proofread: false level: 7 @@ -12116,7 +15322,17 @@ spell: components: - Somatic - Verbal - descr: "An infusion of positive energy grants a creature continuous healing. The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3, though if its wounded value becomes 4 or higher, it stays unconscious until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn. Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from. \n\n**Heightened (9th)** The regeneration increases to 20." + descr: "An infusion of positive energy grants a creature continuous healing. The\ + \ target temporarily gains regeneration 15, which restores 15 Hit Points to it\ + \ at the start of each of its turns. While it has regeneration, the target can't\ + \ die from damage and its dying value can't exceed 3, though if its wounded value\ + \ becomes 4 or higher, it stays unconscious until its wounds are treated. If the\ + \ target takes acid or fire damage, its regeneration deactivates until after the\ + \ end of its next turn. Each time the creature regains Hit Points from regeneration,\ + \ it also regrows one damaged or ruined organ (if any). During the spell's duration,\ + \ the creature can also reattach severed body parts by spending an Interact action\ + \ to hold the body part to the area it was severed from. \n\n**Heightened (9th)**\ + \ The regeneration increases to 20." duration: 1 minute has_been_manually_proofread: false level: 7 @@ -12143,7 +15359,16 @@ spell: components: - Somatic - Verbal - descr: "A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to creatures and objects in the area, plus 8d10 additional positive damage to undead creatures. Each creature and object in the area must attempt a Reflex save. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect. \n\n**Critical Success** The creature or object is unaffected. \n\n**Success** The creature or object takes half damage. \n\n**Failure** The creature or object takes full damage. \n\n**Critical Failure** The creature or object takes full damage. If it's a creature, it becomes blinded permanently. \n\n**Heightened (+1)** The fire damage increases by 1d10, and the positive damage against undead increases by 1d10." + descr: "A powerful globe of searing sunlight explodes in the area, dealing 8d10\ + \ fire damage to creatures and objects in the area, plus 8d10 additional positive\ + \ damage to undead creatures. Each creature and object in the area must attempt\ + \ a Reflex save. If the globe overlaps with an area of magical darkness, sunburst\ + \ attempts to counteract the darkness effect. \n\n**Critical Success** The creature\ + \ or object is unaffected. \n\n**Success** The creature or object takes half\ + \ damage. \n\n**Failure** The creature or object takes full damage. \n\n**Critical\ + \ Failure** The creature or object takes full damage. If it's a creature, it\ + \ becomes blinded permanently. \n\n**Heightened (+1)** The fire damage increases\ + \ by 1d10, and the positive damage against undead increases by 1d10." duration: null has_been_manually_proofread: false level: 7 @@ -12172,7 +15397,19 @@ spell: components: - Somatic - Verbal - descr: Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good). These bonuses increase to +4 against effects created by such creatures that attempt to impose the controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura. When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be blinded for 1 minute. It's then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura's radius grows 10 feet. + descr: Divine power wards the targets, granting each a +1 status bonus to AC and + saves while in the area. Choose an alignment your deity has (chaotic, evil, good, + or lawful). You can't cast this spell if you don't have a deity or your deity + is true neutral. This spell gains the trait of the alignment you chose. The bonuses + granted by the spell increase to +2 against attacks by-and effects created by-creatures + with an alignment opposite to the spell (lawful if you chose chaotic, evil if + you chose good). These bonuses increase to +4 against effects created by such + creatures that attempt to impose the controlled condition on a target of your + divine aura, as well as against attacks made by creatures summoned by anything + opposite in alignment to your divine aura. When a creature of opposite alignment + hits a target with a melee attack, the creature must succeed at a Will save or + be blinded for 1 minute. It's then temporarily immune for 1 minute. The first + time you Sustain the Spell each round, the divine aura's radius grows 10 feet. duration: sustained up to 1 minute has_been_manually_proofread: false level: 8 @@ -12194,7 +15431,11 @@ spell: components: - Somatic - Verbal - descr: You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had Refocused. + descr: You infuse a target with spiritual energy, refreshing its magic. If it prepares + spells, it recovers one 6th-level or lower spell it previously cast today and + can cast that spell again. If it spontaneously casts spells, it recovers one of + its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus + Points, as if it had Refocused. duration: null has_been_manually_proofread: false level: 8 @@ -12218,7 +15459,12 @@ spell: components: - Somatic - Verbal - descr: The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day. + descr: The targets experience a day's worth of recovery in an instant. Any detrimental + effects that would be gone after 24 hours end, though this doesn't shorten the + duration of any active spells affecting the targets. The targets regain Hit Points + and recover from conditions as if they had taken 24 hours of rest, but they do + not make their daily preparations again or gain any benefits of rest other than + healing. The targets are then temporarily immune for 1 day. duration: null has_been_manually_proofread: false level: 8 @@ -12243,7 +15489,15 @@ spell: components: - Somatic - Verbal - descr: "You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is enfeebled 2 and stupefied 2 for 1 round. \n\n**Failure** The target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied 1 permanently. \n\n**Critical Failure** The target is enfeebled 3 and stupefied 3 for 1 minute and enfeebled 2 and stupefied 2 permanently." + descr: "You curse the target, sapping its spirit and leaving a contagious trap in\ + \ its essence. The target must attempt a Will save. Any creature that casts a\ + \ divine or occult spell on the target while it's affected is targeted by spiritual\ + \ epidemic and must also attempt a Will save. The curse continues to spread in\ + \ this way. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target is enfeebled 2 and stupefied 2 for 1 round. \n\n**Failure** The\ + \ target is enfeebled 2 and stupefied 2 for 1 minute and enfeebled 1 and stupefied\ + \ 1 permanently. \n\n**Critical Failure** The target is enfeebled 3 and stupefied\ + \ 3 for 1 minute and enfeebled 2 and stupefied 2 permanently." duration: varies has_been_manually_proofread: false level: 8 @@ -12269,7 +15523,12 @@ spell: 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. + 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 @@ -12295,7 +15554,20 @@ spell: 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." + 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 @@ -12322,7 +15594,19 @@ spell: components: - Somatic - Verbal - descr: "You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fascinated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target must pay tribute twice. \n\n**Failure** The target must pay tribute six times. \n\n**Critical Failure** As failure, and the target must spend all its actions paying tribute if possible." + descr: "You surround yourself with supernatural splendor, appearing to be a god\ + \ or similarly majestic being. You choose the aspects of your new majestic appearance.\ + \ This causes the targets to pay tribute to you by bowing or using some other\ + \ action in keeping with your appearance. The number of times a target must do\ + \ this depends on the result of their Will save. Paying tribute is a manipulate\ + \ action or move action, as chosen by the creature paying tribute. A creature\ + \ under this effect must pay tribute to you at least once on each of its turns\ + \ if possible. While affected by this spell, a creature is fascinated by you and\ + \ can't use hostile actions against you. The target is then temporarily immune\ + \ for 1 minute. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target must pay tribute twice. \n\n**Failure** The target must pay tribute\ + \ six times. \n\n**Critical Failure** As failure, and the target must spend\ + \ all its actions paying tribute if possible." duration: until full tribute is paid has_been_manually_proofread: false level: 9 @@ -12351,7 +15635,12 @@ spell: components: - Somatic - Verbal - descr: "Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes full damage. \n\n**Failure** The target takes full damage and is drained 1d4. \n\n**Critical Failure** The target takes double damage and is drained 4." + descr: "Your scream chills the souls of enemies that hear it. Each living enemy\ + \ in the area takes 8d10 negative damage and must attempt a Fortitude save. \n\ + \n**Critical Success** The target is unaffected. \n\n**Success** The target\ + \ takes full damage. \n\n**Failure** The target takes full damage and is drained\ + \ 1d4. \n\n**Critical Failure** The target takes double damage and is drained\ + \ 4." duration: null has_been_manually_proofread: false level: 9 @@ -12378,7 +15667,30 @@ spell: components: - Somatic - Verbal - descr: "An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. If you name \"war,\" mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a hostile action against the creature you chose during that turn, the weapon Strikes the target. If you name \"peace,\" mentally choose up to five allies. The target instinctively knows who those allies are. The weapon Strikes the target each time the target uses a hostile action against you or one of your allies. The weapon Strikes only once per action, even if the action targets multiple allies (such as for a fireball or a <%FEATS%Whirlwind Strike%%>Whirlwind Strike). Strikes with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals force damage equal to 3d10 plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. When the weapon Strikes, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon). No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its Strike, and feats or spells that affect weapons do not apply to this weapon. \n\n**Heightened (10th)** The force damage increases by 1d10." + descr: "An immense weapon of force appears, hovering in the air above the target.\ + \ The weapon has the ghostly visual appearance of your deity's favored weapon.\ + \ Name war or peace when you cast this spell. If you name \"war,\" mentally choose\ + \ one creature. This must be a creature both you and the target can see. The target\ + \ instinctively knows which creature this is. At the end of each of the target's\ + \ turns, if the target did not use a hostile action against the creature you chose\ + \ during that turn, the weapon Strikes the target. If you name \"peace,\" mentally\ + \ choose up to five allies. The target instinctively knows who those allies are.\ + \ The weapon Strikes the target each time the target uses a hostile action against\ + \ you or one of your allies. The weapon Strikes only once per action, even if\ + \ the action targets multiple allies (such as for a fireball or a <%FEATS%Whirlwind\ + \ Strike%%>Whirlwind Strike). Strikes with the weapon are melee weapon attacks,\ + \ but they use your spell attack modifier. Regardless of its appearance, the weapon\ + \ deals force damage equal to 3d10 plus your spellcasting ability modifier. The\ + \ weapon takes a multiple attack penalty, which increases throughout the target's\ + \ turn, but its penalty is separate from yours. When the weapon Strikes, you can\ + \ deal damage of the normal damage type of the weapon instead of force damage\ + \ (or any of the available damage types, for a versatile weapon). No other statistics\ + \ or attributes of the weapon apply, and even a ranged weapon attacks adjacent\ + \ creatures only. A weapon of judgment is a weapon for the purposes of triggers,\ + \ resistances, and so forth. The weapon doesn't take up space, grant flanking,\ + \ or have any other attributes a creature would. The weapon can't make any attack\ + \ other than its Strike, and feats or spells that affect weapons do not apply\ + \ to this weapon. \n\n**Heightened (10th)** The force damage increases by 1d10." duration: 1 minute has_been_manually_proofread: false level: 9 @@ -12402,7 +15714,74 @@ spell: 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." + 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 @@ -12426,7 +15805,15 @@ spell: - Material - Somatic - Verbal - descr: You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A casting of miracle can do any of the following things. Duplicate any divine spell of 9th level or lower. Duplicate any non-divine spell of 7th level or lower. Produce any effect whose power level is in line with the above effects. Reverse certain effects that refer to the wish spell. The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect. + descr: You request aid directly from your divine source. Your divine source always + refuses a request out of line with its nature, and it might grant a different + request (potentially more powerful or better fitting its nature) than the one + you asked for. A casting of miracle can do any of the following things. Duplicate + any divine spell of 9th level or lower. Duplicate any non-divine spell of 7th + level or lower. Produce any effect whose power level is in line with the above + effects. Reverse certain effects that refer to the wish spell. The GM might allow + you to try using miracle to produce greater effects than these, but doing so may + be dangerous, or the spell may have only a partial effect. duration: null has_been_manually_proofread: false level: 10 @@ -12448,7 +15835,15 @@ spell: components: - Somatic - Verbal - descr: A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead. The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead. + descr: A burst of healing energy soothes living creatures and temporarily rouses + those recently slain. All living targets regain 10d8+40 Hit Points. In addition, + you return any number of dead targets to life temporarily, with the same effects + and limitations as raise dead. The raised creatures have a number of temporary + Hit Points equal to the Hit Points you gave living creatures, but no normal Hit + Points. The raised creatures can't regain Hit Points or gain temporary Hit Points + in other ways, and once revival's duration ends, they lose all temporary Hit Points + and die. Revival can't resurrect creatures killed by disintegrate or a death effect. + It has no effect on undead. duration: sustained up to 1 minute has_been_manually_proofread: false level: 10 @@ -12474,7 +15869,9 @@ spell: components: - Somatic - Verbal - descr: You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes. + descr: You link your mind to the target's mind and mentally impart to that target + an amount of information in an instant that could otherwise be communicated in + 10 minutes. duration: null has_been_manually_proofread: false level: 1 @@ -12498,7 +15895,15 @@ spell: components: - Somatic - Verbal - descr: "Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target takes full initial damage but no persistent damage, and the spell ends immediately. \n\n**Failure** The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends. \n\n**Critical Failure** As failure, but the target is sickened 2. \n\n**Heightened (+1)** The damage increases by 2d4 and the persistent damage by 1d4." + descr: "Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent\ + \ mental damage. The target must attempt a Will save. \n\n**Critical Success**\ + \ The target is unaffected. \n\n**Success** The target takes full initial damage\ + \ but no persistent damage, and the spell ends immediately. \n\n**Failure** \ + \ The target takes full initial and persistent damage, and the target is sickened\ + \ 1. If the target recovers from being sickened, the persistent damage ends and\ + \ the spell ends. \n\n**Critical Failure** As failure, but the target is sickened\ + \ 2. \n\n**Heightened (+1)** The damage increases by 2d4 and the persistent\ + \ damage by 1d4." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -12524,7 +15929,10 @@ spell: components: - Somatic - Verbal - descr: "You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. \n\n**Heightened (+1)** The amount of healing increases by 1d10+4." + descr: "You grace the target's mind, boosting its mental defenses and healing its\ + \ wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains\ + \ a +2 status bonus to saves against mental effects for the duration. \n\n**Heightened\ + \ (+1)** The amount of healing increases by 1d10+4." duration: 1 minute has_been_manually_proofread: false level: 1 @@ -12551,7 +15959,12 @@ spell: - Material - Somatic - Verbal - descr: "You conjure a fey to fight for you. This works like summon animal, except you summon a common creature that has the fey trait and whose level is -1. \n\n**Heightened (2nd)** Level 1 \n\n**Heightened (3rd)** Level 2 \n\n**Heightened (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure a fey to fight for you. This works like summon animal, except\ + \ you summon a common creature that has the fey trait and whose level is -1. \ + \ \n\n**Heightened (2nd)** Level 1 \n\n**Heightened (3rd)** Level 2 \n\n**Heightened\ + \ (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n**Heightened (6th)**\ + \ Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level\ + \ 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -12574,7 +15987,19 @@ spell: components: - Somatic - Verbal - descr: "You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round. \n\n**Failure** As success, but the effect lasts 1 minute. \n\n**Critical Failure** As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone. \n\n**Heightened (6th)** You can target up to 5 creatures." + descr: "You cause the target to see all other creatures as dire threats. The target\ + \ is stricken by intense paranoia toward all creatures around it and must attempt\ + \ a Will save. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target believes everyone it sees is a potential threat. It becomes unfriendly\ + \ to all creatures to which it wasn't already hostile, even those that were previously\ + \ allies. It treats no one as an ally. The spell ends after 1 round. \n\n**Failure**\ + \ As success, but the effect lasts 1 minute. \n\n**Critical Failure** As failure,\ + \ except the target believes that everyone it sees is a mortal enemy. It uses\ + \ its reactions and free actions against everyone, regardless of whether they\ + \ were previously its allies, as determined by the GM. It otherwise acts as rationally\ + \ as it normally does and likely prefers to attack creatures that are actively\ + \ attacking or hindering it over those leaving it alone. \n\n**Heightened (6th)**\ + \ You can target up to 5 creatures." duration: 1 minute has_been_manually_proofread: false level: 2 @@ -12599,7 +16024,10 @@ spell: components: - Somatic - Verbal - descr: "A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object's Hardness if it is 4 or lower. \n\n**Heightened (+1)** The damage increases by 1d10, and the Hardness the spell ignores increases by 2." + descr: "A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic\ + \ damage to the object, ignoring the object's Hardness if it is 4 or lower. \n\ + \n**Heightened (+1)** The damage increases by 1d10, and the Hardness the spell\ + \ ignores increases by 2." duration: null has_been_manually_proofread: false level: 2 @@ -12623,7 +16051,10 @@ spell: cast: verbal components: - Verbal - descr: You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge. + descr: You rapidly catalog and collate information relevant to your current situation. + You can instantly use up to 6 Recall Knowledge actions as part of Casting this + Spell. For these actions, you can't use any special abilities, reactions, or free + actions that trigger when you Recall Knowledge. duration: null has_been_manually_proofread: false level: 3 @@ -12645,7 +16076,11 @@ spell: components: - Somatic - Verbal - descr: Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if you're untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half. + descr: Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus + to Deception checks to Lie and against Perception checks to discern if you are + telling the truth, and you add your level even if you're untrained. If the implausibility + of your lies prompts a circumstance penalty or a DC increase, reduce that penalty + or increase by half. duration: 10 minutes has_been_manually_proofread: false level: 4 @@ -12669,7 +16104,20 @@ spell: components: - Somatic - Verbal - descr: "You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories. \n\n**Critical Success** The target is unaffected and realizes you tried to alter its memory. \n\n**Success** The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. \n\n**Failure** During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. \n\n**Heightened (6th)** You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze." + descr: "You alter the target's memories, either erasing a memory, enhancing a memory's\ + \ clarity, altering a memory, or adding a false memory. The target can attempt\ + \ a Will save to resist the spell.Any memories you've altered remain changed as\ + \ long as the spell is active. If the target moves out of range before the 5 minutes\ + \ is up, you can't alter any further memories. \n\n**Critical Success** The\ + \ target is unaffected and realizes you tried to alter its memory. \n\n**Success**\ + \ The target is unaffected but thinks your spell was something harmless instead\ + \ of modify memory, unless it identifies the spell. \n\n**Failure** During the\ + \ first 5 minutes of the spell's duration, you can Sustain the Spell to modify\ + \ a memory once each round. When you do, you imagine up to 6 seconds of memory\ + \ to modify, to a maximum of 5 continuous minutes of memory. \n\n**Heightened\ + \ (6th)** You can cast the spell on a willing target to suppress all memory of\ + \ a particular topic, detailed in 50 words or fewer. The effect is permanent,\ + \ and it patches these omissions with an indistinct haze." duration: unlimited has_been_manually_proofread: false level: 4 @@ -12696,7 +16144,12 @@ spell: - Material - Somatic - Verbal - descr: You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the ever-changing backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream. + descr: You draw the target into a lucid dream where it can explore the endless possibilities + of its own potential within the ever-changing backdrop of its dreamscape. If it + sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent + a day of downtime retraining, though it can't use dreaming potential for any retraining + that would require either an instructor or specialized knowledge it can't access + within the dream. duration: 8 hours has_been_manually_proofread: false level: 5 @@ -12721,7 +16174,11 @@ spell: - Material - Somatic - Verbal - descr: "You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure an aberration to fight for you. This works like summon animal,\ + \ except you summon a common creature that has the aberration trait and whose\ + \ level is 5 or lower. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)**\ + \ Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level\ + \ 13 \n\n**Heightened (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -12744,7 +16201,12 @@ spell: components: - Somatic - Verbal - descr: "You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each creature in the area must attempt a Will save. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature is stunned 1. \n\n**Failure** The creature is stunned 2. \n\n**Critical Failure** The creature is stunned for 1 round. \n\n**Heightened (9th)** You can target up to five creatures." + descr: "You emit a pulsating mental blast that penetrates the minds of all enemies\ + \ in the area. Each creature in the area must attempt a Will save. \n\n**Critical\ + \ Success** The creature is unaffected. \n\n**Success** The creature is stunned\ + \ 1. \n\n**Failure** The creature is stunned 2. \n\n**Critical Failure** The\ + \ creature is stunned for 1 round. \n\n**Heightened (9th)** You can target up\ + \ to five creatures." duration: 1 round has_been_manually_proofread: false level: 5 @@ -12770,7 +16232,17 @@ spell: components: - Somatic - Verbal - descr: "The target's senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save. Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted. The target's difficulty processing visual input makes all creatures and objects concealed from it. The creature has trouble moving, making it clumsy 3 and giving it a -10-foot status penalty to its Speeds. \n\n**Critical Success** The target is unaffected. \n\n**Success** The target is affected for 1 round. \n\n**Failure** The target is affected for 1 minute. \n\n**Critical Failure** As failure, and the target is stunned 2 as it attempts to process the sensory shifts." + descr: "The target's senses are suddenly rewired in unexpected ways, causing them\ + \ to process noises as bursts of color, smells as sounds, and so on. This has\ + \ three effects, and the target must attempt a Will save. Due to the distraction,\ + \ the target must succeed at a DC 5 flat check each time it uses a concentrate\ + \ action, or the action fails and is wasted. The target's difficulty processing\ + \ visual input makes all creatures and objects concealed from it. The creature\ + \ has trouble moving, making it clumsy 3 and giving it a -10-foot status penalty\ + \ to its Speeds. \n\n**Critical Success** The target is unaffected. \n\n**Success**\ + \ The target is affected for 1 round. \n\n**Failure** The target is affected\ + \ for 1 minute. \n\n**Critical Failure** As failure, and the target is stunned\ + \ 2 as it attempts to process the sensory shifts." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -12795,7 +16267,25 @@ spell: components: - Somatic - Verbal - descr: "You send your mind and soul into the target's body, attempting to take control. The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer. While you're possessing a target, your own body is unconscious and can't wake up normally. You can sense everything the possessed target does. You can Dismiss this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature's initiative count. \n\n**Critical Success** The target is unaffected. \n\n**Success** You possess the target but can't control it. You ride along in the body while the spell lasts. \n\n**Failure** You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends. \n\n**Critical Failure** You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you. \n\n**Heightened (9th)** The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts." + descr: "You send your mind and soul into the target's body, attempting to take control.\ + \ The target must attempt a Will save. You can choose to use the effects of a\ + \ degree of success more favorable to the target if you prefer. While you're possessing\ + \ a target, your own body is unconscious and can't wake up normally. You can sense\ + \ everything the possessed target does. You can Dismiss this spell. If the possessed\ + \ body dies, the spell ends and you must succeed at a Fortitude save against your\ + \ spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the\ + \ spell ends during an encounter, you act just before the possessed creature's\ + \ initiative count. \n\n**Critical Success** The target is unaffected. \n\n\ + **Success** You possess the target but can't control it. You ride along in the\ + \ body while the spell lasts. \n\n**Failure** You possess the target and take\ + \ partial control of it. You no longer have a separate turn; instead, you might\ + \ control the target. At the start of each of the target's turns, it attempts\ + \ another Will save. If it fails, it's controlled by you on that turn; if it succeeds,\ + \ it chooses its own actions; and if it critically succeeds, it forces you out\ + \ and the spell ends. \n\n**Critical Failure** You possess the target fully,\ + \ and it can only watch as you manipulate it like a puppet. The target is controlled\ + \ by you. \n\n**Heightened (9th)** The duration is 10 minutes, and you can physically\ + \ enter the creature's body, protecting your physical body while the spell lasts." duration: 1 minute has_been_manually_proofread: false level: 7 @@ -12823,7 +16313,23 @@ spell: - Material - Somatic - Verbal - descr: "Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don't play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC. \n\n**Heightened (8th)** You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events. \n\n**Heightened (9th)** You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events." + descr: "Opening your mind to occult echoes, you gain impressions from past events\ + \ that occurred in your current location. Retrocognition reveals psychic impressions\ + \ from events that occurred over the course of the last day throughout the first\ + \ minute of the duration, followed by impressions from the next day back the next\ + \ minute, and so on. These echoes don't play out like a vision but instead reveal\ + \ impressions of emotions and metaphors that provide cryptic clues and details\ + \ of the past. If you witness a traumatic or turbulent event through an impression,\ + \ the spell ends unless you succeed at a Will save with a DC of at least 30 and\ + \ possibly as much as 50, depending on the severity of the event. The GM determines\ + \ whether an event is traumatic and chooses the DC. \n\n**Heightened (8th)**\ + \ You gain impressions of events that occurred over the previous year for each\ + \ minute you concentrate, instead of the previous day, though the details diminish,\ + \ making it harder to distinguish impressions from all but the most major events.\ + \ \n\n**Heightened (9th)** You gain impressions of events that occurred over\ + \ the previous century for each minute you concentrate, instead of the previous\ + \ day, though the details diminish, making it almost impossible to distinguish\ + \ impressions from all but the most major events." duration: sustained has_been_manually_proofread: false level: 7 @@ -12847,7 +16353,16 @@ spell: - Material - Somatic - Verbal - descr: "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter. \n\n**Heightened (+1)** The mental damage increases by 1d8." + descr: "An illusion of horrific creatures fills the spell's area. The creatures\ + \ look like Tiny swarming monsters with a specific appearance of your choice,\ + \ such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage\ + \ to each creature that's inside the burst when it's created, enters the burst,\ + \ or starts its turn inside the burst. A creature that critically succeeds at\ + \ its will save can immediately attempt to disbelieve the illusion. A creature\ + \ that tries to Interact with the monsters or observes one with a Seek action\ + \ can attempt to disbelieve the illusion. Creatures that disbelieve the illusion\ + \ take no damage from the illusion thereafter. \n\n**Heightened (+1)** The mental\ + \ damage increases by 1d8." duration: 1 minute has_been_manually_proofread: false level: 7 @@ -12874,7 +16389,16 @@ spell: components: - Somatic - Verbal - descr: "Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs. \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "Your eldritch song sends pulsing waves of ethereal energy to attack creatures'\ + \ spirits in the area, dealing 18d6 force damage. Because spirit song affects\ + \ creatures' spirits, it can damage a target projecting its consciousness (such\ + \ as via project image) or possessing another creature even if the target's body\ + \ is elsewhere. The vibrating waves of spiritual song penetrate into, but not\ + \ through, solid barriers, damaging incorporeal creatures hiding in solid objects\ + \ in the area but not passing onward to damage creatures in other rooms. Possessed\ + \ creatures aren't harmed by the song. The song doesn't harm creatures that have\ + \ no spirit, such as constructs. \n\n**Heightened (+1)** The damage increases\ + \ by 2d6." duration: null has_been_manually_proofread: false level: 8 @@ -12898,7 +16422,15 @@ spell: components: - Somatic - Verbal - descr: "Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again each time you Sustain the Spell. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell. \n\n**Critical Success** The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. \n\n**Success** The target is unaffected this round, but it can be affected on subsequent rounds. \n\n**Failure** Roll 1d4 on the table below. \n\n**Critical Failure** Roll 1d4+1 on the table below." + descr: "Fleeting notes of a strange and unnatural song fill the air, overtaking\ + \ the mind. Each target must attempt a Will save when you cast the spell, and\ + \ again each time you Sustain the Spell. A creature needs to attempt only one\ + \ save against the song each round, and you have to keep the same targets when\ + \ you Sustain the Spell. \n\n**Critical Success** The target is unaffected,\ + \ can't be affected on subsequent rounds, and is temporarily immune for 1 minute.\ + \ \n\n**Success** The target is unaffected this round, but it can be affected\ + \ on subsequent rounds. \n\n**Failure** Roll 1d4 on the table below. \n\n**Critical\ + \ Failure** Roll 1d4+1 on the table below." duration: sustained up to 1 minute has_been_manually_proofread: false level: 9 @@ -12928,7 +16460,13 @@ spell: - 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.' + 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 @@ -12951,7 +16489,21 @@ spell: - Material - Somatic - Verbal - descr: "Choose a single statement you want the targets to believe. The fact could be narrow, such as \"a dragon is circling overhead and wants to kill me\"; wide-reaching, such as \"all humanoids are disguised abominations\"; or conceptual, such as \"if I don't live a kinder life, I'll be punished in the afterlife.\" The targets' experiences color how they react to this \"truth\" and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation. The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success. \n\n**Critical Success** The target doesn't believe the statement, and it knows you tried to trick it. \n\n**Success** The target doesn't believe the statement or realize you tried to trick it. \n\n**Failure** The target believes the statement for a duration of 1 week. \n\n**Critical Failure** The target believes the statement with unlimited duration." + descr: "Choose a single statement you want the targets to believe. The fact could\ + \ be narrow, such as \"a dragon is circling overhead and wants to kill me\"; wide-reaching,\ + \ such as \"all humanoids are disguised abominations\"; or conceptual, such as\ + \ \"if I don't live a kinder life, I'll be punished in the afterlife.\" The targets'\ + \ experiences color how they react to this \"truth\" and how their behavior changes.\ + \ If the statement changes what they perceive, they treat the change as a sudden\ + \ revelation. The effect of the spell depends on the targets' Will saves. If a\ + \ target is already subject to fabricated truth, your spell tries to counteract\ + \ it. If the counteract check fails, the outcome of the target's saving throw\ + \ can't be worse than a success. \n\n**Critical Success** The target doesn't\ + \ believe the statement, and it knows you tried to trick it. \n\n**Success**\ + \ The target doesn't believe the statement or realize you tried to trick it.\ + \ \n\n**Failure** The target believes the statement for a duration of 1 week.\ + \ \n\n**Critical Failure** The target believes the statement with unlimited\ + \ duration." duration: varies has_been_manually_proofread: false level: 10 @@ -12977,7 +16529,10 @@ spell: components: - Somatic - Verbal - descr: Choose one of the target's unarmed attacks that deal one damage die. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two. + descr: Choose one of the target's unarmed attacks that deal one damage die. You + cause that unarmed attack to shine with primal energy. The unarmed attack becomes + a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing + the number of damage dice to two. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -13000,7 +16555,13 @@ spell: components: - Somatic - Verbal - descr: "You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one pass without trace spell at a time. \n\n**Heightened (2nd)** The duration increases to 8 hours. \n\n**Heightened (4th)** The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area." + descr: "You obscure the tracks you leave behind and make it harder for others to\ + \ find you. The DC of checks to Track you gains a +4 status bonus or is equal\ + \ to your spell DC, whichever results in a higher DC. You can benefit from only\ + \ one pass without trace spell at a time. \n\n**Heightened (2nd)** The duration\ + \ increases to 8 hours. \n\n**Heightened (4th)** The duration increases to 8\ + \ hours. The spell has a range of 20 feet and an area of a 20-foot-emanation,\ + \ affecting up to 10 creatures of your choice within that area." duration: 1 hour has_been_manually_proofread: false level: 1 @@ -13023,7 +16584,12 @@ spell: components: - Somatic - Verbal - descr: The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three. + descr: The target grows vines and leaves, brimming with primal energy. The target + becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack + rolls and increasing the number of weapon damage dice to two. Additionally, as + long as you are on your home plane, attacks you make with the target against aberrations, + extraplanar creatures, and undead increase the number of weapon damage dice to + three. duration: 1 minute has_been_manually_proofread: false level: 1 @@ -13048,7 +16614,13 @@ spell: - Material - Somatic - Verbal - descr: "You conjure a plant or fungus to fight for you. This works like summon animal, except you summon a common creature that has the plant or fungus trait and whose level is -1. \n\n**Heightened (2nd)** Level 1 \n\n**Heightened (3rd)** Level 2 \n\n**Heightened (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure a plant or fungus to fight for you. This works like summon animal,\ + \ except you summon a common creature that has the plant or fungus trait and whose\ + \ level is -1. \n\n**Heightened (2nd)** Level 1 \n\n**Heightened (3rd)** Level\ + \ 2 \n\n**Heightened (4th)** Level 3 \n\n**Heightened (5th)** Level 5 \n\n\ + **Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened\ + \ (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)**\ + \ Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 1 @@ -13070,7 +16642,43 @@ spell: 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." + 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 @@ -13094,7 +16702,13 @@ spell: - 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. + 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 @@ -13118,7 +16732,12 @@ spell: 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." + 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 @@ -13143,7 +16762,11 @@ spell: components: - Somatic - Verbal - descr: Plants in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects. + descr: Plants in the area entangle creatures. The area counts as difficult terrain. + Each round that a creature starts its turn in the area, it must attempt a Reflex + save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until + it leaves the area, and on a critical failure, it is also immobilized for 1 round. + Creatures can attempt to Escape at entangle's DC to remove these effects. duration: 1 minute has_been_manually_proofread: false level: 2 @@ -13167,7 +16790,10 @@ spell: components: - Somatic - Verbal - descr: You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping. + descr: You shape the wood into a rough shape of your choice. The shaping power is + too crude to produce with intricate parts, fine details, moving pieces, or the + like. You cannot use this spell to enhance the value of the wooden object you + are shaping. duration: null has_been_manually_proofread: false level: 2 @@ -13191,7 +16817,10 @@ spell: components: - Somatic - Verbal - descr: You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments. + descr: You can ask questions of, receive answers from, and use the Diplomacy skill + with animals. The spell doesn't make them more friendly than normal. Cunning animals + are likely to be terse and evasive, while less intelligent ones often make inane + comments. duration: 10 minutes has_been_manually_proofread: false level: 2 @@ -13213,7 +16842,14 @@ spell: components: - Somatic - Verbal - descr: You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the concentrate trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. + descr: You transform into a Large tree. Perception checks don't reveal your true + nature, but a successful Nature or Survival check against your spell DC reveals + that you appear to be a tree that is strangely new to the area. While in tree + form, you can observe everything around you, but you can't act other than to end + the spell, and your turn, by using a single action, which has the concentrate + trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance + bonuses, and circumstance penalties affect you. Any successes and critical successes + you roll on Reflex saves are failures. duration: 8 hours has_been_manually_proofread: false level: 2 @@ -13238,7 +16874,13 @@ spell: - 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. + 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 @@ -13262,7 +16904,39 @@ spell: components: - Somatic - Verbal - descr: "You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell. \n\n You gain the following statistics and abilities regardless of which battle form you choose: \n\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Low-light vision.\n\n * One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead.\n\n * Athletics modifier of +13, unless your own is higher.\n\n \n\nYou also gain specific abilities based on the form you choose:\n\n * **Ant** Speed 30 feet, climb Speed 30 feet; **Melee** |1| mandibles, **Damage** 2d6 bludgeoning.\n\n * **Beetle** Speed 25 feet; **Melee** |1| mandibles , **Damage** 2d10 bludgeoning.\n\n * **Centipede** Speed 25 feet, climb Speed 25 feet; darkvision; **Melee** |1| mandibles, **Damage** 1d8 piercing plus 1d4 persistent poison.\n\n * **Mantis** Speed 40 feet; imprecise scent 30 feet; **Melee** |1| foreleg , **Damage** 2d8 bludgeoning.\n\n * **Scorpion** Speed 40 feet; darkvision, imprecise tremorsense 60 feet; **Melee** |1| stinger, **Damage** 1d8 piercing plus 1d4 persistent poison; **Melee** |1| pincer (agile), **Damage** 1d6 bludgeoning.\n\n * **Spider** Speed 25 feet, climb Speed 25 feet, darkvision; **Melee** |1| fangs, **Damage** 1d6 piercing plus 1d4 persistent poison; **Ranged** |1| web (range increment 20 feet), **Damage** entangles the target for 1 round.\n\n \n\n**Heightened (4th)** Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16. \n\n**Heightened (5th)** Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20." + descr: "You envision a simple bug and transform into a Medium animal battle form.\ + \ When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or\ + \ spider. You can decide the specific type of animal (such as such as a ladybug\ + \ or scarab for beetle), but this has no effect on the form's Size or statistics.\ + \ While in this form, you gain the animal trait. You can Dismiss this spell. \ + \ \n\n You gain the following statistics and abilities regardless of which battle\ + \ form you choose: \n\n * AC = 18 + your level. Ignore your armor's check penalty\ + \ and Speed reduction.\n\n * 10 temporary Hit Points.\n\n * Low-light vision.\n\ + \n * One or more attacks specific to the battle form you choose, which are the\ + \ only attacks you can use. You're trained with them. Your attack modifier is\ + \ +13, and your damage bonus is +2. These attacks are Strength based (for the\ + \ purpose of the enfeebled condition). If your unarmed attack modifier is higher,\ + \ you can use it instead.\n\n * Athletics modifier of +13, unless your own is\ + \ higher.\n\n \n\nYou also gain specific abilities based on the form you choose:\n\ + \n * **Ant** Speed 30 feet, climb Speed 30 feet; **Melee** |1| mandibles, **Damage**\ + \ 2d6 bludgeoning.\n\n * **Beetle** Speed 25 feet; **Melee** |1| mandibles , **Damage**\ + \ 2d10 bludgeoning.\n\n * **Centipede** Speed 25 feet, climb Speed 25 feet; darkvision;\ + \ **Melee** |1| mandibles, **Damage** 1d8 piercing plus 1d4 persistent poison.\n\ + \n * **Mantis** Speed 40 feet; imprecise scent 30 feet; **Melee** |1| foreleg\ + \ , **Damage** 2d8 bludgeoning.\n\n * **Scorpion** Speed 40 feet; darkvision,\ + \ imprecise tremorsense 60 feet; **Melee** |1| stinger, **Damage** 1d8 piercing\ + \ plus 1d4 persistent poison; **Melee** |1| pincer (agile), **Damage** 1d6 bludgeoning.\n\ + \n * **Spider** Speed 25 feet, climb Speed 25 feet, darkvision; **Melee** |1|\ + \ fangs, **Damage** 1d6 piercing plus 1d4 persistent poison; **Ranged** |1| web\ + \ (range increment 20 feet), **Damage** entangles the target for 1 round.\n\n\ + \ \n\n**Heightened (4th)** Your battle form is Large, and your attacks have\ + \ 10-foot reach. You must have enough space to expand into or the spell is lost.\ + \ You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and\ + \ Athletics +16. \n\n**Heightened (5th)** Your battle form is Huge, and your\ + \ attacks have 15-foot reach. You must have enough space to expand into or the\ + \ spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage\ + \ bonus +2 and double damage dice (including persistent damage), and Athletics\ + \ +20." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -13286,7 +16960,19 @@ spell: - Material - Somatic - Verbal - descr: "Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely. \n\n**Heightened (+1)** The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4." + descr: "Over the course of a minute, you cause a thick wall of thorny brambles to\ + \ grow from the ground. You create a 5-foot-thick wall of brambles and thorns\ + \ in a straight line up to 60 feet long and 10 feet high. You must create the\ + \ wall in an unbroken open space so its edges don't pass through any creatures\ + \ or objects, or the spell is lost. The wall stands vertically. If you wish, the\ + \ wall can be of a shorter length or height. Everything on each side of the wall\ + \ has cover from creatures on the opposite side, and the wall's spaces are difficult\ + \ terrain. For every move action a creature uses to enter at least one of the\ + \ wall's spaces, that creature takes 3d4 piercing damage. Each 5-foot-by-5-foot\ + \ section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to\ + \ critical hits and precision damage. A destroyed section can be moved through\ + \ freely. \n\n**Heightened (+1)** The Hit Points of each section of the wall\ + \ increase by 5, and the piercing damage increases by 1d4." duration: 1 minute has_been_manually_proofread: false level: 3 @@ -13310,7 +16996,41 @@ spell: components: - Somatic - Verbal - descr: "You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell. \n\nYou gain the following statistics and abilities regardless of which battle form you choose: \n\n * AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.\n\n * 15 temporary Hit Points.\n\n * Low-light vision and imprecise scent 30 feet.\n\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.\n\n * Athletics modifier of +18, unless your own modifier is higher.\n\n \n\nYou also gain specific abilities based on the form you choose: \n\n * **Ankylosaurus** Speed 25 feet; **Melee** |1| tail (back swing, reach 10 feet), **Damage** 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d6 bludgeoning.\n\n * **Brontosaurus** Speed 25 feet; **Melee** |1| tail (reach 15 feet), **Damage** 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d8 bludgeoning.\n\n * **Deinonychus** Speed 40 feet; **Melee** |1| talon (agile), **Damage** 2d4 piercing plus 1 persistent bleed; **Melee** |1| jaws, **Damage** 1d10 piercing.\n\n * **Stegosaurus** Speed 30 feet; **Melee** |1| tail (reach 10 feet), **Damage** 2d8 piercing.\n\n * **Triceratops** Speed 30 feet; **Melee** |1| horn, **Damage** 2d8 piercing, plus 1d6 persistent bleed on a critical hit; **Melee** |1| foot, **Damage** 2d6 bludgeoning.\n\n * **Tyrannosaurus** Speed 30 feet; **Melee** |1| jaws (deadly, reach 10 feet), **Damage** 1d12 piercing; **Melee** |1| tail (reach 10 feet), **Damage** 1d10 bludgeoning.\n\n \n\n**Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21. \n\n**Heightened (7th)** Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25." + descr: "You channel the primal forces of nature to transform into a Large animal\ + \ battle form, specifically that of a powerful and terrifying dinosaur. You must\ + \ have space to expand or the spell is lost. When you cast this spell, choose\ + \ ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus.\ + \ You can decide the specific type of animal, but this has no effect on the form's\ + \ Size or statistics. While in this form, you gain the animal and dinosaur traits.\ + \ You can Dismiss the spell. \n\nYou gain the following statistics and abilities\ + \ regardless of which battle form you choose: \n\n * AC = 18 + your level. Ignore\ + \ your armor's check penalty and Speed reduction.\n\n * 15 temporary Hit Points.\n\ + \n * Low-light vision and imprecise scent 30 feet.\n\n * One or more unarmed melee\ + \ attacks specific to the battle form you choose, which are the only attacks you\ + \ can use. You're trained with them. Your attack modifier is +16, and your damage\ + \ bonus is +9. These attacks are Strength based (for the purpose of the enfeebled\ + \ condition, for example). If your unarmed attack modifier is higher, you can\ + \ use it instead.\n\n * Athletics modifier of +18, unless your own modifier is\ + \ higher.\n\n \n\nYou also gain specific abilities based on the form you choose:\ + \ \n\n * **Ankylosaurus** Speed 25 feet; **Melee** |1| tail (back swing, reach\ + \ 10 feet), **Damage** 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d6 bludgeoning.\n\ + \n * **Brontosaurus** Speed 25 feet; **Melee** |1| tail (reach 15 feet), **Damage**\ + \ 2d6 bludgeoning; **Melee** |1| foot, **Damage** 2d8 bludgeoning.\n\n * **Deinonychus**\ + \ Speed 40 feet; **Melee** |1| talon (agile), **Damage** 2d4 piercing plus 1 persistent\ + \ bleed; **Melee** |1| jaws, **Damage** 1d10 piercing.\n\n * **Stegosaurus** Speed\ + \ 30 feet; **Melee** |1| tail (reach 10 feet), **Damage** 2d8 piercing.\n\n *\ + \ **Triceratops** Speed 30 feet; **Melee** |1| horn, **Damage** 2d8 piercing,\ + \ plus 1d6 persistent bleed on a critical hit; **Melee** |1| foot, **Damage**\ + \ 2d6 bludgeoning.\n\n * **Tyrannosaurus** Speed 30 feet; **Melee** |1| jaws (deadly,\ + \ reach 10 feet), **Damage** 1d12 piercing; **Melee** |1| tail (reach 10 feet),\ + \ **Damage** 1d10 bludgeoning.\n\n \n\n**Heightened (5th)** Your battle form\ + \ is Huge and your attacks have 15-foot reach, or 20-foot reach if they started\ + \ with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of\ + \ +18, a damage bonus of +6, double the damage dice, and Athletics +21. \n\n\ + **Heightened (7th)** Your battle form is Gargantuan and your attacks have 20-foot\ + \ reach, or 25-foot reach if they started with 15-foot reach. You instead gain\ + \ AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus\ + \ of +15, double the damage dice, and Athletics +25." duration: 1 minute has_been_manually_proofread: false level: 4 @@ -13334,7 +17054,11 @@ spell: components: - Somatic - Verbal - descr: "A swirling torrent of water manifests along a straight line, battering those that are its path and possibly pushing them away from you. The torrent deals 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save. Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure). \n\n**Heightened (+1)** The damage increases by 2d6." + descr: "A swirling torrent of water manifests along a straight line, battering those\ + \ that are its path and possibly pushing them away from you. The torrent deals\ + \ 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude\ + \ save. Creatures that fail the save are also knocked back 5 feet (10 feet on\ + \ a critical failure). \n\n**Heightened (+1)** The damage increases by 2d6." duration: null has_been_manually_proofread: false level: 4 @@ -13358,7 +17082,12 @@ spell: components: - Somatic - Verbal - descr: You can ask questions of and receive answers from plants, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments. + descr: You can ask questions of and receive answers from plants, but the spell doesn't + make them more friendly or intelligent than normal. Most normal plants have a + distinctive view of the world around them, so they don't recognize details about + creatures or know anything about the world beyond their immediate vicinity. Cunning + plant monsters are likely to be terse and evasive, while less intelligent ones + often make inane comments. duration: 10 minutes has_been_manually_proofread: false level: 4 @@ -13381,7 +17110,25 @@ spell: components: - Somatic - Verbal - descr: "A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage. The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet. \n\n**Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. \n\n**Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice." + descr: "A feral aspect overcomes the targets, making them tough and savage. Targets\ + \ gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness\ + \ 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks.\ + \ The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have\ + \ the agile and finesse traits. The targets use their highest weapon or unarmed\ + \ attack proficiency with these attacks, and if they have weapon specialization\ + \ or greater weapon specialization, they add this damage as well. On a critical\ + \ hit with one of these unarmed attacks, the creature struck takes 1d4 persistent\ + \ bleed damage. The targets can't use concentrate actions unless those actions\ + \ also have the rage trait, with the exception of Seek. A creature can attempt\ + \ to end the spell's effect on itself by using a single action, which has the\ + \ rage trait, to attempt a Will save against your spell DC; on a success, it ends\ + \ the spell's effect on itself. If a target is in the light of a full moon, it\ + \ also grows by one size if it were Medium or smaller. This increases the reach\ + \ of a Medium or Tiny creature by 5 feet. \n\n**Heightened (6th)** The temporary\ + \ Hit Points increase to 10, the silver weakness to 10, and the damage dealt by\ + \ the attacks to three dice. \n\n**Heightened (10th)** The temporary Hit Points\ + \ increase to 20, the silver weakness to 20, and the damage dealt by the attacks\ + \ to four dice." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -13405,7 +17152,32 @@ spell: components: - Somatic - Verbal - descr: "Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: \n\n * AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\n\n * 12 temporary Hit Points.\n\n * Resistance 10 to poison.\n\n * Low-light vision.\n\n * One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.\n\n * Athletics modifier of +19, unless your own modifier is higher.\n\n \n\nYou also gain specific abilities based on the type of plant you choose:\n\n * **Arboreal** Speed 30 feet; **Melee** |1| branch (reach 15 feet), **Damage** 2d10 bludgeoning; **Melee** |1| foot, **Damage** 2d8 bludgeoning; you can speak in this form, but you still can't Cast a Spell or supply verbal components.\n\n * **Flytrap** Speed 15 feet; resistance 10 to acid; **Melee** |1| leaf (reach 10 feet), **Damage** 2d8 piercing, and you can spend an action after a hit to Grab the target.\n\n * **Shambler** Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; **Melee** |1| vine (reach 15 feet), **Damage** 2d8 slashing.\n\n \n\n**Heightened (6th)** Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22." + descr: "Taking inspiration from verdant creatures, you transform into a Large plant\ + \ battle form. You must have space to expand into or the spell is lost. When you\ + \ cast this spell, choose arboreal, flytrap, or shambler. You can substitute a\ + \ similar specific plant to turn into (such as a pitcher plant instead of a flytrap),\ + \ but this has no effect on the form's Size or statistics. While in this form,\ + \ you gain the plant trait. You can Dismiss the spell. You gain the following\ + \ statistics and abilities regardless of which battle form you choose: \n\n *\ + \ AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.\n\ + \n * 12 temporary Hit Points.\n\n * Resistance 10 to poison.\n\n * Low-light vision.\n\ + \n * One or more unarmed melee attacks specific to the battle form you choose,\ + \ which are the only attacks you can use. You're trained with them. Your attack\ + \ modifier is +17, and your damage bonus is +11. These attacks are Strength based\ + \ (for the purpose of the enfeebled condition, for example). If your unarmed attack\ + \ modifier is higher, you can use it instead.\n\n * Athletics modifier of +19,\ + \ unless your own modifier is higher.\n\n \n\nYou also gain specific abilities\ + \ based on the type of plant you choose:\n\n * **Arboreal** Speed 30 feet; **Melee**\ + \ |1| branch (reach 15 feet), **Damage** 2d10 bludgeoning; **Melee** |1| foot,\ + \ **Damage** 2d8 bludgeoning; you can speak in this form, but you still can't\ + \ Cast a Spell or supply verbal components.\n\n * **Flytrap** Speed 15 feet; resistance\ + \ 10 to acid; **Melee** |1| leaf (reach 10 feet), **Damage** 2d8 piercing, and\ + \ you can spend an action after a hit to Grab the target.\n\n * **Shambler** Speed\ + \ 20 feet, swim Speed 20 feet; resistance 10 to electricity; **Melee** |1| vine\ + \ (reach 15 feet), **Damage** 2d8 slashing.\n\n \n\n**Heightened (6th)** Your\ + \ battle form is Huge, and the reach of your attacks increases by 5 feet. You\ + \ instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage\ + \ bonus +16, and Athletics +22." duration: 1 minute has_been_manually_proofread: false level: 5 @@ -13430,7 +17202,11 @@ spell: - Material - Somatic - Verbal - descr: "You conjure a giant to fight for you. This works like summon animal, except you summon a common creature that has the giant trait and whose level is 5 or lower. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9 \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n**Heightened (10th)** Level 15" + descr: "You conjure a giant to fight for you. This works like summon animal, except\ + \ you summon a common creature that has the giant trait and whose level is 5 or\ + \ lower. \n\n**Heightened (6th)** Level 7 \n\n**Heightened (7th)** Level 9\ + \ \n\n**Heightened (8th)** Level 11 \n\n**Heightened (9th)** Level 13 \n\n\ + **Heightened (10th)** Level 15" duration: sustained up to 1 minute has_been_manually_proofread: false level: 5 @@ -13453,7 +17229,15 @@ spell: - Material - Somatic - Verbal - descr: "You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails. \n\n**Heightened (6th)** The tree you exit can be up to 50 miles away. \n\n**Heightened (8th)** The tree you exit can be up to 500 miles away. \n\n**Heightened (9th)** The tree you exit can be anywhere on the same planet." + descr: "You step into a living tree with a trunk big enough for you to fit inside\ + \ it and instantly teleport to any tree of the same species within 5 miles that\ + \ also has a sufficiently large trunk. Once you enter the first tree, you instantly\ + \ know the rough locations of other sufficiently large trees of the same species\ + \ within range and can exit from the original tree, if you prefer. You can't carry\ + \ extradimensional spaces with you; if you attempt to do so, the spell fails.\ + \ \n\n**Heightened (6th)** The tree you exit can be up to 50 miles away. \n\ + \n**Heightened (8th)** The tree you exit can be up to 500 miles away. \n\n**Heightened\ + \ (9th)** The tree you exit can be anywhere on the same planet." duration: null has_been_manually_proofread: false level: 5 @@ -13478,7 +17262,18 @@ spell: components: - Somatic - Verbal - descr: "Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn. Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. When the spell ends, any remaining acorns rot and turn to ordinary soil. \n\n**Heightened (8th)** The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6. \n\n**Heightened (9th)** The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6." + descr: "Four acorns grow in your hand, their shells streaked with pulsing red and\ + \ orange patterns. You or anyone else who has one of the acorns can toss it up\ + \ to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6\ + \ fire damage. The save uses your spell DC, even if someone else throws the acorn.\ + \ Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6\ + \ fire damage to any creature that enters the flames or ends its turn within them.\ + \ A creature can take damage from the continuing flames only once per round, even\ + \ if it's in overlapping areas of fire created by different acorns. When the spell\ + \ ends, any remaining acorns rot and turn to ordinary soil. \n\n**Heightened\ + \ (8th)** The burst's damage increases to 5d6, and the continuing flames damage\ + \ increases to 3d6. \n\n**Heightened (9th)** The burst's damage increases to\ + \ 6d6, and the continuing flames damage increases to 3d6." duration: 1 minute has_been_manually_proofread: false level: 6 @@ -13505,7 +17300,15 @@ spell: - Material - Somatic - Verbal - descr: Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a -10- foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the concentrate trait. This vine has a 15-foot reach and makes a melee unarmed attack using your spell attack modifier. If the attack succeeds, the vine pulls the target into the creepers and makes it immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first. + descr: Dense, twitching creepers sprout from every surface and fill any bodies of + water in the area. Any creature moving on the land, or Climbing or Swimming within + the creepers, takes a -10- foot circumstance penalty to its Speeds while in the + area. Once per round, you can make a vine lash out from any square within the + expanse of creepers by using a single action, which has the concentrate trait. + This vine has a 15-foot reach and makes a melee unarmed attack using your spell + attack modifier. If the attack succeeds, the vine pulls the target into the creepers + and makes it immobilized for 1 round or until the creature Escapes (against your + spell DC), whichever comes first. duration: 10 minutes has_been_manually_proofread: false level: 6 @@ -13529,7 +17332,12 @@ spell: components: - Somatic - Verbal - descr: "You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties. \n\n**Heightened (9th)** The targets also ignore greater difficult terrain from environmental properties." + descr: "You free those who travel alongside you from environmental hindrances. Targets\ + \ don't take circumstance penalties to Speed from vegetation, rubble, winds, or\ + \ other properties of the environment, whether or not the environment is magical,\ + \ and they ignore difficult terrain from such environmental properties. \n\n\ + **Heightened (9th)** The targets also ignore greater difficult terrain from environmental\ + \ properties." duration: 1 hour has_been_manually_proofread: false level: 7 @@ -13553,7 +17361,22 @@ spell: components: - Somatic - Verbal - descr: "The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is clumsy 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to Escape against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws. \n\n**Critical Success** The creature is unaffected. \n\n**Success** The creature takes half damage. \n\n**Failure** The creature takes full damage and is encased. \n\n**Critical Failure** The creature takes double damage and is encased. \n\n**Heightened (+1)** The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6." + descr: "The ground opens up, spraying a column of lava high into the air in a vertical\ + \ cylinder, dealing 14d6 fire damage to creatures in the area. The lava rapidly\ + \ cools and encases creatures in the area. A creature encased in rock is clumsy\ + \ 1 and takes a -10-foot status penalty to its Speeds. All normal terrain is difficult\ + \ terrain to a flying creature, and such creatures immediately descend 20 feet\ + \ the moment they're encased, but they don't take damage from this fall. A creature\ + \ encased in rock can attempt to Escape against your spell DC to end the effect.\ + \ Otherwise, the creature remains encased until it takes a total of 50 damage,\ + \ freeing it from the rock. Additionally, creatures in the area and those within\ + \ 5 feet of the lava column automatically take 3d6 fire damage from the intense\ + \ heat, regardless of the results of their saving throws. \n\n**Critical Success**\ + \ The creature is unaffected. \n\n**Success** The creature takes half damage.\ + \ \n\n**Failure** The creature takes full damage and is encased. \n\n**Critical\ + \ Failure** The creature takes double damage and is encased. \n\n**Heightened\ + \ (+1)** The damage in the area increases by 2d6, and the damage from the intense\ + \ heat increases by 1d6." duration: null has_been_manually_proofread: false level: 7 @@ -13580,7 +17403,16 @@ spell: - Material - Somatic - Verbal - descr: Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again. + descr: Violent winds and a powerful downdraft fill the area, forming a cyclone. + All flying creatures in the area descend 40 feet. The entire area is greater difficult + terrain for Flying creatures, and difficult terrain for creatures on the ground + or Climbing. Any creature that ends its turn Flying within the area descends 20 + feet. Any creature pushed into a surface by this spell's winds takes bludgeoning + damage as though it had fallen. The squares at the outside vertical edges of the + cylinder prevent creatures from leaving. These squares are greater difficult terrain, + and a creature attempting to push through must succeed at an Athletics check or + Acrobatics check to Maneuver in Flight against your spell DC to get through. A + creature that fails ends its current action but can try again. duration: sustained up to 1 minute has_been_manually_proofread: false level: 8 @@ -13605,7 +17437,13 @@ spell: - Material - Somatic - Verbal - descr: When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the concentrate trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground. + descr: When you cast this spell, each target transforms into a vaguely cloud-like + form and is picked up by a wind moving in the direction of your choice. You can + change the wind's direction by using a single action, which has the concentrate + trait. The wind carries the targets at a Speed of 20 miles per hour, but if any + of the targets make an attack, Cast a Spell, come under attack, or otherwise enter + encounter mode, the spell ends for all targets just after they roll initiative, + and they drift gently to the ground. duration: 8 hours has_been_manually_proofread: false level: 8 @@ -13630,7 +17468,19 @@ spell: components: - Somatic - Verbal - descr: Animals and plants in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. Vegetation springs up from every surface, giving each target a -10-foot circumstance penalty to its Speed any time it's adjacent to the plants. Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is flat-footed for 1 round on any outcome other than a critical success. The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. Furthermore, animal or plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion. The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature. + descr: Animals and plants in the area turn against the targets. Each target suffers + from the following effects as long as it remains in the area. Vegetation springs + up from every surface, giving each target a -10-foot circumstance penalty to its + Speed any time it's adjacent to the plants. Aggressive animals attack unpredictably. + At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's + attacked by swarming creatures that deal 2d10 slashing damage. The target attempts + a basic Reflex save, and it is flat-footed for 1 round on any outcome other than + a critical success. The target loses any connection to nature or natural creatures. + The target has to succeed at a DC 5 flat check when casting any primal spell or + the spell fails. Furthermore, animal or plant creatures become hostile to it, + even one with a strong bond to the target, such as an animal companion. The GM + might decide that you can't subject some creatures, such as an emissary of a nature + deity, to the ire of nature. duration: 10 minutes has_been_manually_proofread: false level: 9 @@ -13655,7 +17505,23 @@ spell: - Material - Somatic - Verbal - descr: "A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a -4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row. Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw. Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save). Lightning Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals 7d6 electricity damage (basic Reflex save). Rain and Wind Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud difficult terrain and making everything seen within or through the area concealed. Thunderclap Each creature in the storm must succeed at a Fortitude save or be deafened for 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour. \n\n**Heightened (10th)** The range increases to 2,200 feet, and the cloud is a 1,000-foot burst." + descr: "A massive storm cloud forms in the air in a 360-foot burst. Beneath it,\ + \ rain begins to fall, and gales impose a -4 circumstance penalty to physical\ + \ ranged attacks and weapon ranged attacks, and the air in the area becomes greater\ + \ difficult terrain for flying creatures. When you Cast this Spell and the first\ + \ time each round you Sustain the Spell, you can choose one of the following storm\ + \ effects. You can't choose the same effect twice in a row. Acid Rain Each creature\ + \ in the storm takes 4d8 acid damage with no saving throw. Hail The storm deals\ + \ 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save). Lightning\ + \ Up to 10 bolts of lightning strike down, targeting creatures of your choice\ + \ in the storm. No more than one bolt can target any one creature. Each bolt deals\ + \ 7d6 electricity damage (basic Reflex save). Rain and Wind Heavy rain and whipping\ + \ wind reduce visibility and mobility, making the area under the storm cloud difficult\ + \ terrain and making everything seen within or through the area concealed. Thunderclap\ + \ Each creature in the storm must succeed at a Fortitude save or be deafened for\ + \ 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from\ + \ storm of vengeance for 1 hour. \n\n**Heightened (10th)** The range increases\ + \ to 2,200 feet, and the cloud is a 1,000-foot burst." duration: sustained up to 1 minute has_been_manually_proofread: false level: 9 @@ -13680,7 +17546,34 @@ spell: components: - Somatic - Verbal - descr: "The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss the spell. \n\nYou gain the following statistics and abilities regardless of which battle form you choose: \n\n * AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.\n\n * 30 temporary Hit Points.\n\n * Darkvision.\n\n * One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.\n\n * Athletics modifier of +36, unless your own modifier is higher.\n\n \n\nYou also gain specific abilities based on the type of incarnation you choose: \n\n * **Green Man** Speed 40 feet, climb Speed 40 feet; **Melee** |1| vines (reach 30 feet, versatile P), **Damage** 6d8+12 bludgeoning; **Ranged** |1| thorns (range 100 feet), **Damage** 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure).\n\n * **Kaiju** Speed 50 feet; resistance 5 to physical damage; **Melee** |1| jaws (reach 30 feet), **Damage** 6d10+10 piercing; **Melee** |1| claws (agile, reach 30 feet), **Damage** 6d8+8 slashing; **Melee** |1| foot (agile, reach 15 feet), **Damage** 6d6+10 bludgeoning; **Unstoppable** You are immune to being immobilized and ignore difficult terrain and greater difficult terrain; **Trample** |3| You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC." + descr: "The primal power of the world flows through you. You transform into an incarnation\ + \ of nature, either a green man or a kaiju. Your battle form is Medium for a green\ + \ man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough\ + \ space to expand into or the spell is lost. While in this form, you gain the\ + \ plant trait (for a green man) or the beast trait (for a kaiju). You can Dismiss\ + \ the spell. \n\nYou gain the following statistics and abilities regardless of\ + \ which battle form you choose: \n\n * AC = 25 + your level. Ignore your armor's\ + \ check penalty and Speed reduction.\n\n * 30 temporary Hit Points.\n\n * Darkvision.\n\ + \n * One or more attacks specific to the battle form you choose, which are the\ + \ only attacks you can use. You're trained with them. Your attack modifier is\ + \ +34, and you use the listed damage. These attacks are Strength based (for the\ + \ purpose of the enfeebled condition, for example). If your unarmed attack modifier\ + \ is higher, you can use it instead.\n\n * Athletics modifier of +36, unless your\ + \ own modifier is higher.\n\n \n\nYou also gain specific abilities based on the\ + \ type of incarnation you choose: \n\n * **Green Man** Speed 40 feet, climb Speed\ + \ 40 feet; **Melee** |1| vines (reach 30 feet, versatile P), **Damage** 6d8+12\ + \ bludgeoning; **Ranged** |1| thorns (range 100 feet), **Damage** 6d6+6 piercing;\ + \ Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants\ + \ must succeed at a Fortitude save against your spell DC or become clumsy 1 for\ + \ 1 round (clumsy 2 on a critical failure).\n\n * **Kaiju** Speed 50 feet; resistance\ + \ 5 to physical damage; **Melee** |1| jaws (reach 30 feet), **Damage** 6d10+10\ + \ piercing; **Melee** |1| claws (agile, reach 30 feet), **Damage** 6d8+8 slashing;\ + \ **Melee** |1| foot (agile, reach 15 feet), **Damage** 6d6+10 bludgeoning; **Unstoppable**\ + \ You are immune to being immobilized and ignore difficult terrain and greater\ + \ difficult terrain; **Trample** |3| You move up to double your Speed and move\ + \ through the spaces of Huge or smaller creatures, trampling each creature whose\ + \ space you enter. A trampled creature takes foot damage with a basic Reflex save\ + \ against your spell DC." duration: 1 minute has_been_manually_proofread: false level: 10 @@ -13703,7 +17596,26 @@ spell: components: - Somatic - Verbal - descr: "Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the animal trait. Each target can Dismiss the spell's effects on themself. Each target gains the following while transformed: \n\n * AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction.\n\n * 20 temporary Hit Points.\n\n * Speed 40 feet.\n\n * Low-light vision.\n\n * The following unarmed melee attacks, which are the only attacks the target can use. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. **Melee** |1| tusk (reach 15 feet), **Damage** 4d8+19 piercing; **Melee** |1| trunk (agile, reach 15 feet), **Damage** 4d6+16 bludgeoning; **Melee** |1| foot (agile, reach 15 feet), **Damage** 4d6+13 bludgeoning.\n\n * Athletics modifier of +30, unless the target's own modifier is higher.\n\n * **Trample** |3| You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target's level)." + descr: "Summoning the power of the natural world, you transform the targets into\ + \ a herd of mammoths, and they each assume a Huge battle form. Each target must\ + \ have enough space to expand into or the spell fails for that target. Each target\ + \ gains the animal trait. Each target can Dismiss the spell's effects on themself.\ + \ Each target gains the following while transformed: \n\n * AC = 22 + the target's\ + \ level. Ignore any armor check penalty and Speed reduction.\n\n * 20 temporary\ + \ Hit Points.\n\n * Speed 40 feet.\n\n * Low-light vision.\n\n * The following\ + \ unarmed melee attacks, which are the only attacks the target can use. They're\ + \ trained with them. When attacking with these attacks, the target uses their\ + \ attack modifier with the proficiency and item bonuses of their most favorable\ + \ weapon or unarmed Strike, and the damage is listed for each attack. These attacks\ + \ are Strength based (for the purpose of the enfeebled condition, for example).\ + \ If the target's unarmed attack modifier is higher, they can use it instead.\ + \ **Melee** |1| tusk (reach 15 feet), **Damage** 4d8+19 piercing; **Melee** |1|\ + \ trunk (agile, reach 15 feet), **Damage** 4d6+16 bludgeoning; **Melee** |1| foot\ + \ (agile, reach 15 feet), **Damage** 4d6+13 bludgeoning.\n\n * Athletics modifier\ + \ of +30, unless the target's own modifier is higher.\n\n * **Trample** |3| You\ + \ move up to twice your Speed and move through the space of Large or smaller creatures,\ + \ trampling each creature whose space you enter. A trampled creature takes damage\ + \ from its foot Strike based on a basic Reflex save (DC = 19 + the target's level)." duration: 1 minute has_been_manually_proofread: false level: 10 @@ -13728,7 +17640,16 @@ spell: - Material - Somatic - Verbal - descr: "You request a direct intercession from the natural world. Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following things. Duplicate any primal spell of 9th level or lower. Duplicate any non-primal spell of 7th level or lower. Produce any effect whose power level is in line with the above effects. Reverse certain effects that refer to the wish spell. At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.\n\n\t\t\t\t\t" + descr: "You request a direct intercession from the natural world. Nature always\ + \ refuses unnatural requests and might grant a different request (potentially\ + \ more powerful or better fitting its character) than the one you asked for. A\ + \ primal phenomenon spell can do any of the following things. Duplicate any primal\ + \ spell of 9th level or lower. Duplicate any non-primal spell of 7th level or\ + \ lower. Produce any effect whose power level is in line with the above effects.\ + \ Reverse certain effects that refer to the wish spell. At the GM's discretion,\ + \ you can try to use primal phenomenon to produce greater effects than these,\ + \ but doing so may be dangerous, or the spell may have only a partial effect.\n\ + \n\t\t\t\t\t" duration: null has_been_manually_proofread: false level: 10 @@ -13750,7 +17671,8 @@ spell: components: - Somatic - Verbal - descr: You become a mantis. You gain the effects of *insect form*, heightened to *mantis form*'s level, and you can only transform into a mantis. + descr: You become a mantis. You gain the effects of *insect form*, heightened to + *mantis form*'s level, and you can only transform into a mantis. duration: 1 minute has_been_manually_proofread: false level: 4 @@ -13772,7 +17694,8 @@ spell: cast: null components: - Verbal - descr: You call upon insight from your training to recover accuracy. Reroll the missed attack roll and keep the new result. + descr: You call upon insight from your training to recover accuracy. Reroll the + missed attack roll and keep the new result. duration: null has_been_manually_proofread: false level: 2 @@ -13794,7 +17717,9 @@ spell: cast: null components: - Verbal - descr: You light your foe with revealing flame. the GM attempts a secret counteract check against each illusion affecting the creature; on a success, you suppress the illusion for the duration, rather than end the effect. + descr: You light your foe with revealing flame. the GM attempts a secret counteract + check against each illusion affecting the creature; on a success, you suppress + the illusion for the duration, rather than end the effect. duration: 2 rounds has_been_manually_proofread: false level: 3 @@ -13816,7 +17741,13 @@ spell: cast: null components: - Verbal - descr: "You unleash a mighty wave from your hand that buffets back your foes. Each creature in the area must attempt a Fortitude saving throw. If a creature pushed by *unbreaking wave advance* would be pushed into a solid barrier or another creature, it stops at that point and takes 3d6 damage.\n\n \n\n **Success** The creature is unaffected. \n\n **Failure** The creature is pushed 10 feet. \n\n **Critical Failure** The creature is pushed 20 feet. \n\n**Heightened (+1)** The damage for pushing a creature into a solid barrier increases by 1d6." + descr: "You unleash a mighty wave from your hand that buffets back your foes. Each\ + \ creature in the area must attempt a Fortitude saving throw. If a creature pushed\ + \ by *unbreaking wave advance* would be pushed into a solid barrier or another\ + \ creature, it stops at that point and takes 3d6 damage.\n\n \n\n **Success**\ + \ The creature is unaffected. \n\n **Failure** The creature is pushed 10 feet.\ + \ \n\n **Critical Failure** The creature is pushed 20 feet. \n\n**Heightened\ + \ (+1)** The damage for pushing a creature into a solid barrier increases by 1d6." duration: null has_been_manually_proofread: false level: 3 @@ -13839,7 +17770,13 @@ spell: cast: null components: - Verbal - descr: "You travel on a rushing wind. Move two times: two Strides, two Steps, or one Stride and one Step (in either order). You can Stride or Step into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A *wall of wind* appears in all the spaces you left during this movement, lasting for 1 round. \n\n**Heightened (5th)** The *wall of wind* lasts 3 rounds." + descr: "You travel on a rushing wind. Move two times: two Strides, two Steps, or\ + \ one Stride and one Step (in either order). You can Stride or Step into the air\ + \ during this movement, moving upward at a 45-degree angle at most; if you end\ + \ your movement in the air, you fall after taking one action or when your turn\ + \ ends, whichever comes first. A *wall of wind* appears in all the spaces you\ + \ left during this movement, lasting for 1 round. \n\n**Heightened (5th)** The\ + \ *wall of wind* lasts 3 rounds." duration: null has_been_manually_proofread: false level: 3 @@ -13860,7 +17797,10 @@ spell: cast: null components: - Verbal - descr: "You send currents of protective ki to the surface of your body that protect you from harm, at least until your enemies dissipate them. You gain 15 temporary Hit Points, which last for up to 3 rounds. \n\n **Heightened (+1)** The temporary Hit Points increase by 5." + descr: "You send currents of protective ki to the surface of your body that protect\ + \ you from harm, at least until your enemies dissipate them. You gain 15 temporary\ + \ Hit Points, which last for up to 3 rounds. \n\n **Heightened (+1)** The temporary\ + \ Hit Points increase by 5." duration: null has_been_manually_proofread: false level: 3 @@ -13882,7 +17822,11 @@ spell: components: - Somatic - Verbal - descr: You call upon the aspect of the animal from your mask, gaining physical features reminiscent of that animal. You morph slightly into that creature, gaining the Speeds and senses you would gain from using *animal form* to turn into the type of animal your mask represents; these special Speeds can't be increased by status bonuses or item bonuses. + descr: You call upon the aspect of the animal from your mask, gaining physical features + reminiscent of that animal. You morph slightly into that creature, gaining the + Speeds and senses you would gain from using *animal form* to turn into the type + of animal your mask represents; these special Speeds can't be increased by status + bonuses or item bonuses. duration: 5 minutes has_been_manually_proofread: false level: 2 @@ -13905,7 +17849,9 @@ spell: components: - Somatic - Verbal - descr: You transform into the animal from your mask. You gain the effects of *animal form*, heightened to *magic warrior transformation*'s level, and you can transform into only the type of animal your mask represents. + descr: You transform into the animal from your mask. You gain the effects of *animal + form*, heightened to *magic warrior transformation*'s level, and you can transform + into only the type of animal your mask represents. duration: 1 minute has_been_manually_proofread: false level: 2 @@ -13923,3 +17869,90 @@ spell: - Transmutation trigger: null type: Focus +spellcomponent: +- Material +- Verbal +- Somatic +- Focus +- Somatic or Verbal +- 3 gp silver bell focus +spellschool: +- descr: Abjurations protect and ward. They create barriers that keep out attacks, + effects, or even certain types of creatures. They also create effects that harm + trespassers or banish interlopers. + name: Abjuration + source: + - abbr: CRB + page_start: 297 + page_stop: 297 +- descr: Conjuration spells transport creatures via teleportation, create an object, + or bring a creature or object from somewhere else (typically from another plane) + to follow your commands.\n\nConjuration spells often have the teleportation trait, + and the creatures summoned by conjuration spells have the summoned trait. + name: Conjuration + source: + - abbr: CRB + page_start: 297 + page_stop: 297 +- descr: Divinations allow you to learn the secrets of the present, past, and future. + They bestow good fortune, grant you the ability to perceive remote locations, + and reveal secret knowledge.\n\nDivinations often have the detection trait if + they find something, the prediction trait if they grant you insight about what + might happen in the future, the revelation trait if they show things as they truly + are, or the scrying trait if they let you perceive another location. + name: Divination + source: + - abbr: CRB + page_start: 297 + page_stop: 297 +- descr: Enchantments affect the minds and emotions of other creatures—sometimes to + influence and control them, and other times to bolster them to greater heights + of courage. Enchantment spells almost always have the mental trait, and many have + the emotion trait or the fear trait. + name: Enchantment + source: + - abbr: CRB + page_start: 297 + page_stop: 297 +- descr: Evocations capture magical energy and then shape it to harm your foes or + protect your allies. Evocation spells often have a trait that comes from the type + of damage they deal, such as acid, cold, fire, force, or sonic. + name: Evocation + source: + - abbr: CRB + page_start: 298 + page_stop: 298 +- descr: Illusions create the semblance of something real, fooling the eyes, ears, + and other senses. They almost always have the mental trait, and depending on how + the illusion is perceived, they might also have the auditory or visual trait. + name: Illusion + source: + - abbr: CRB + page_start: 298 + page_stop: 298 +- descr: Necromancy spells harness the power of life and death. They can sap life + essence or sustain creatures with life-saving healing. Necromancy spells often + have the curse, death, healing, negative, or positive traits. + name: Necromancy + source: + - abbr: CRB + page_start: 298 + page_stop: 298 +- descr: Transmutation spells make alterations to or transform the physical form of + a creature or object. The morph and polymorph traits appear primarily in transmutation + spells. + name: Transmutation + source: + - abbr: CRB + page_start: 298 + page_stop: 298 +spelltradition: +- Arcane +- Divine +- Occult +- Primal +spelltype: +- Spell +- Cantrip +- Focus +- Ritual diff --git a/data/yaml/traits.yaml b/data/yaml/traits.yaml index 7038b91..50cb09f 100644 --- a/data/yaml/traits.yaml +++ b/data/yaml/traits.yaml @@ -1,1326 +1,1318 @@ -traittype: - - None - - Alignment - - Ancestry - - Armor - - Class - - Creature Type - - Elemental - - Energy - - Equipment - - Monster - - Poison - - Rarity - - School - - Tradition - - Weapon -# TODO NEEDS EDITING/PROOFREADING trait: - - descr: Feats with the additive trait allow you to spend actions to add special substances - to bombs or elixirs. You can add only one additive to a single alchemical item, - and attempting to add another spoils the item. You can typically use actions with - the additive trait only when you’re creating an infused alchemical item, and some - can be used only with the Quick Alchemy action. The additive trait is always followed - by a level, such as additive 2. An additive adds its level to the level of the - alchemical item you’re modifying; the result is the new level of the mixture. - The mixture’s item level must be no higher than your advanced alchemy level. - name: Additive - type: None - - descr: Alchemical items are powered by reactions of alchemical reagents. Alchemical - items aren’t magical and don’t radiate a magical aura. - name: Alchemical - type: None - - descr: When you Invest an Item that has the apex trait, it improves one of your - ability scores, either increasing it by 2 or to a total of 18, whichever grants - the higher score. This gives you all the benefits of the new ability score until - the investiture ends. An apex item grants this benefit only the first time it’s - invested within a 24-hour period, and you can benefit from only one apex item - at a time. If you attempt to invest an apex item when you already have one invested, - you don’t gain the ability score increase, though you do gain any other effects - of Investing the Item. - name: Apex - type: None - - descr: This feat belongs to an archetype. - name: Archetype - type: None - - descr: undefined - name: Artifact - type: None - - descr: An ability with this trait involves an attack. For each attack you make beyond - the first on your turn, you take a multiple attack penalty. - name: Attack - type: None - - descr: Auditory actions and effects rely on sound. An action with the auditory trait - can be successfully performed only if the creature using the action can speak - or otherwise produce the required sounds. A spell or effect with the auditory - trait has its effect only if the target can hear it. This applies only to sound-based - parts of the effect, as determined by the GM. This is different from a sonic effect, - which still affects targets who can’t hear it (such as deaf targets) as long as - the effect itself makes sound. - name: Auditory - type: None - - descr: An aura is an emanation that continually ebbs out from you, af ecting creatures - within a certain radius. Aura can also refer to the magical signature of an item - or a creature with a strong alignment. - name: Aura - type: None - - descr: A spell you can cast at will that is automatically heightened to half your - level rounded up. - name: Cantrip - type: None - # TODO fix the undefined at some point - - descr: undefined - name: Charm - type: None - - descr: An item with this trait can be worn by an animal companion or similar creature. - A companion can have up to two items invested. - name: Companion - type: None - - descr: A hazard with this trait takes turns in an encounter. - name: Complex - type: None - - descr: To cast a composition cantrip or focus spell, you usually use a type of Performance. - If the spell includes a verbal component, you must use an auditory performance, - and if it includes a somatic component, you must use a visual one. The spell gains - all the traits of the performance you used. You can cast only one composition - spell each turn, and you can have only one active at a time. If you cast a new - composition spell, any ongoing effects from your previous composition spell end - immediately. - name: Composition - type: None - - descr: An action with this trait requires a degree of mental concentration and discipline. - name: Concentrate - type: None - - descr: A consecration spell enhances an area for an extended period of time. A given - area can have only a single consecration effect at a time. The new effect attempts - to counteract any existing one in areas of overlap. - name: Consecration - type: None - - descr: A curse is an effect that places some long-term affliction on a creature. - Curses are always magical and are typically the result of a spell or trap. - name: Curse - type: None - - descr: Darkness effects extinguish non-magical light in the area, and can counteract - less powerful magical light. You must usually target light magic with your darkness - magic directly to counteract the light, but some darkness spells automatically - attempt to counteract light. - name: Darkness - type: None - - descr: An effect with the death trait kills you immediately if it reduces you to - 0 HP. Some death effects can bring you closer to death or slay you outright without - reducing you to 0 HP. - name: Death - type: None - - descr: You must select a feat with this trait to apply an archetype to your character. - name: Dedication - type: None - - descr: Effects with this trait attempt to determine the presence or location of - a person, object, or aura. - name: Detection - type: None - - descr: An effect with this trait applies one or more diseases. A disease is typically - an affliction. - name: Disease - type: None - - descr: An activity with this trait takes a day or more, and can be used only during - downtime. - name: Downtime - type: None - - descr: This effect alters a creature’s emotions. Effects with this trait always - have the mental trait as well. Creatures with special training or that have mechanical - or artificial intelligence are immune to emotion effects. - name: Emotion - type: None - - descr: A hazard with this trait is something dangerous that’s part of the natural - world, such as quicksand or harmful mold. - name: Environmental - type: None - - descr: An activity with this trait takes more than a turn to use, and can usually - be used only during exploration mode. - name: Exploration - type: None - - descr: This effect or item creates an extradimensional space. An extradimensional - effect placed inside another extradimensional space ceases to function until it - is removed. - name: Extradimensional - type: None - - descr: Fear effects evoke the emotion of fear. Effects with this trait always have - the mental and emotion traits as well. - name: Fear - type: None - - descr: Flourish actions are actions that require too much exertion to perform a - large number in a row. You can use only 1 action with the flourish trait per turn. - name: Flourish - type: None - - descr: An item with this trait can give you an additional Focus Point. This focus - point is separate from your focus pool and doesn’t count toward the cap on your - focus pool. You can gain this benefit only if you have a focus pool, and there - might be restrictions on how the point can be used. You can’t gain more than 1 - Focus Point per day from focused items. - name: Focused - type: None - - descr: A fortune effect beneficially alters how you roll your dice. You can never - have more than one fortune effect alter a single roll. If multiple fortune effects - would apply, you have to pick which to use. If a fortune effect and a misfortune - effect would apply to the same roll, the two cancel each other out, and you roll - normally. - name: Fortune - type: None - - descr: A type of feat that any character can select, regardless of ancestry and - class, as long as they meet the prerequisites. You can select a feat with this - trait when your class grants a general feat. - name: General - type: None - - descr: A hazard with this trait is a spiritual echo, often of someone with a tragic - death. Putting a haunt to rest often involves resolving the haunt’s unfinished - business. A haunt that hasn’t been properly put to rest always returns after a - time. - name: Haunt - type: None - - descr: A healing effect restores a creature’s body, typically by restoring Hit Points, - but sometimes by removing diseases or other debilitating effects. - name: Healing - type: None - - descr: An ability with this trait can take a character completely out of the fight - or even kill them, and it’s harder to use on a more powerful character. If a spell - has the incapacitation trait, any creature of more than twice the spell’s level - treats the result of their check to prevent being incapacitated by the spell as - one degree of success better, or the result of any check the spellcaster made - to incapacitate them as one degree of success worse. If any other effect has the - incapacitation trait, a creature of higher level than the item, creature, or hazard - generating the effect gains the same benefits. - name: Incapacitation - type: None - - descr: An incorporeal creature or object has no physical form. It can pass through - solid objects, including walls. When inside an object, an incorporeal creature - can’t perceive, attack, or interact with anything outside the object, and if it - starts its turn in an object, it is slowed 1. Corporeal creatures can pass through - an incorporeal creature, but they can’t end their movement in its space. - name: Incorporeal - type: None - - descr: You created an alchemical item with the infused trait using your infused - reagents, and it has a limited time before it becomes inert. Any nonpermanent - effects from your infused alchemical items, with the exception of afflictions - such as slow-acting poisons, end when you make your daily preparations again. - name: Infused - type: None - - descr: Instinct abilities require a specific instinct; you lose access if you perform - acts anathema to your instinct. - name: Instinct - type: None - - descr: Light effects overcome non-magical darkness in the area, and can counteract - magical darkness. You must usually target darkness magic with your light magic - directly to counteract the darkness, but some light spells automatically attempt - to counteract darkness. - name: Light - type: None - - descr: An effect with this trait depends on language comprehension. A linguistic - effect that targets a creature works only if the target understands the language - you are using. - name: Linguistic - type: None - - descr: Litanies are special devotion spells, typically used by champions and requiring - a single action, that usually give temporary immunity to further litanies. - name: Litany - type: None - - descr: Something with the magical trait is imbued with magical energies not tied - to a specific tradition of magic. A magical item radiates a magic aura infused - with its dominant school of magic. - name: Magical - type: None - - descr: You must physically manipulate an item or make gestures to use an action - with this trait. Creatures without a suitable appendage can’t perform actions - with this trait. Manipulate actions often trigger reactions. - name: Manipulate - type: None - - descr: A hazard with this trait is a constructed physical object. - name: Mechanical - type: None - - descr: A mental effect can alter the target’s mind. It has no effect on an object - or a mindless creature. - name: Mental - type: None - - descr: Actions with the metamagic trait, usually from metamagic feats, tweak the - properties of your spells. You must use a metamagic action directly before Casting - the Spell you want to alter. If you use any action (including free actions and - reactions) other than Cast a Spell directly after, you waste the benefits of the - metamagic action. Any additional effects added by a metamagic action are part - of the spell’s effect, not of the metamagic action itself. - name: Metamagic - type: None - - descr: Minions are creatures that directly serve another creature. A creature with - this trait can use only 2 actions per turn and can’t use reactions. Your minion - acts on your turn in combat, once per turn, when you spend an action to issue - it commands. For an animal companion, you Command an Animal; for a minion that’s - a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain - an Activation; if not otherwise specified, you issue a verbal command, a single - action with the auditory and concentrate traits. If given no commands, minions - use no actions except to defend themselves or to escape obvious harm. If left - unattended for long enough, typically 1 minute, mindless minions usually don’t - act, animals follow their instincts, and sapient minions act how they please. - name: Minion - type: None - - descr: A misfortune effect detrimentally alters how you roll your dice. You can - never have more than one misfortune effect alter a single roll. If multiple misfortune - effects would apply, the GM decides which is worse and applies it. If a fortune - effect and a misfortune effect would apply to the same roll, the two cancel each - other out, and you roll normally. - name: Misfortune - type: None - - descr: Effects that slightly alter a creature’s form have the morph trait. Any Strikes - specifically granted by a morph effect are magical. You can be affected by multiple - morph spells at once, but if you morph the same body part more than once, the - second morph effect attempts to counteract the first (in the same manner as two - polymorph effects, described in that trait). - name: Morph - type: None - - descr: An action with this trait involves moving from one space to another. - name: Move - type: None - - descr: Archetypes with the multiclass trait represent diversifying your training - into another class’s specialties. You can’t select a multiclass archetype’s dedication - feat if you are a member of the class of the same name. - name: Multiclass - type: None - - descr: Oaths add an additional tenet to your code. You can usually have only one - feat with this trait. - name: Oath - type: None - - descr: These maneuvers work only as the first salvo on your turn. You can use an - open only if you haven’t used an action with the attack or open trait yet this - turn. - name: Open - type: None - - descr: Magical effects with this trait manipulate or conjure plants or plant matter - in some way. Those that manipulate plants have no effect in an area with no plants. - name: Plant - type: None - - descr: These effects transform the target into a new form. A target can’t be under - the effect of more than one polymorph effect at a time. If it comes under the - effect of a second polymorph effect, the second polymorph effect attempts to counteract - the first. If it succeeds, it takes effect, and if it fails, the spell has no - effect on that target. Any Strikes specifically granted by a polymorph effect - are magical. Unless otherwise stated, polymorph spells don’t allow the target - to take on the appearance of a specific individual creature, but rather just a - generic creature of a general type or ancestry. - name: Polymorph - type: None - - descr: Effects with this trait allow a creature to project its mind and spirit into - a target. A creature immune to mental effects can’t use a possession effect. While - possessing a target, a possessor’s true body is unconscious (and can’t wake up - normally), unless the possession effect allows the creature to physically enter - the target. Whenever the target takes damage, the possessor takes half that amount - of damage as mental damage. - name: Possession - type: None - - descr: Valuable materials with special properties have the precious trait. They - can be substituted for base materials when you Craft items. - name: Precious - type: None - - descr: Effects with this trait determine what is likely to happen in the near future. - Most predictions are divinations. - name: Prediction - type: None - - descr: Actions with this trait allow you to follow up earlier attacks. An action - with the press trait can be used only if you are currently affected by a multiple - attack penalty. Some actions with the press trait also grant an effect on a failure. - The effects that are added on a failure don’t apply on a critical failure. If - your press action succeeds, you can choose to apply the failure effect instead. - (For example, you may wish to do this when an attack deals no damage due to resistance.) - Because a press action requires a multiple attack penalty, you can’t use one when - it’s not your turn, even if you use the Ready activity. - name: Press - type: None - - descr: You must be raging to use abilities with the rage trait, and they end automatically - when you stop raging. - name: Rage - type: None - - descr: While all weapons need some amount of time to get into position, many ranged - weapons also need to be loaded and reloaded. This entry indicates how many Interact - actions it takes to reload such weapons. This can be 0 if drawing ammunition and - firing the weapon are part of the same action. If an item takes 2 or more actions - to reload, the GM determines whether they must be performed together as an activity, - or you can spend some of those actions during one turn and the rest during your - next turn. - name: Reload - type: None - - descr: Effects with this trait see things as they truly are. - name: Revelation - type: None - - descr: A scrying effect lets you see, hear, or otherwise get sensory information - from a distance using a sensor or apparatus, rather than your own eyes and ears. - name: Scrying - type: None - - descr: The GM rolls the check for this ability in secret. - name: Secret - type: None - - descr: This magic involves shadows or the energy of the Shadow Plane. - name: Shadow - type: None - - descr: A general feat with the skill trait improves your skills and their actions - or gives you new actions for a skill. A feat with this trait can be selected when - a class grants a skill feat or general feat. Archetype feats with the skill trait - can be selected in place of a skill feat if you have that archetype’s dedication - feat. - name: Skill - type: None - - descr: This effect can cause a creature to fall asleep or get drowsy. - name: Sleep - type: None - - descr: When you use a thrown weapon with the splash trait, you don’t add your Strength - modifier to the damage roll. If an attack with a splash weapon fails, succeeds, - or critically succeeds, all creatures within 5 feet of the target (including the - target) take the listed splash damage. On a failure (but not a critical failure), - the target of the attack still takes the splash damage. Add splash damage together - with the initial damage against the target before applying the target’s weaknesses - or resistances. You don’t multiply splash damage on a critical hit. - name: Splash - type: None - - descr: A stance is a general combat strategy that you enter by using an action with - the stance trait, and that you remain in for some time. A stance lasts until you - get knocked out, until its requirements (if any) are violated, until the encounter - ends, or until you enter a new stance, whichever comes first. After you use an - action with the stance trait, you can’t use another one for 1 round. You can enter - or be in a stance only in encounter mode. - name: Stance - type: None - - descr: A creature called by a conjuration spell or effect gains the summoned trait. - A summoned creature can’t summon other creatures, create things of value, or cast - spells that require a cost. It has the minion trait. If it tries to cast a spell - of equal or higher level than the spell that summoned it, it overpowers the summoning - magic, causing the summoned creature’s spell to fail and the summon spell to end. - Otherwise, the summoned creature uses the standard abilities for a creature of - its kind. It generally attacks your enemies to the best of its abilities. If you - can communicate with it, you can attempt to command it, but the GM determines - the degree to which it follows your commands. - name: Summoned - type: None - - descr: undefined - name: Telepathy - type: None - - descr: Teleportation effects allow you to instantaneously move from one point in - space to another. Teleportation does not usually trigger reactions based on movement. - name: Teleportation - type: None - - descr: A hazard or item with this trait is constructed to hinder interlopers. - name: Trap - type: None - - descr: Afflictions with the virulent trait are harder to remove. You must succeed - at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical - success reduces a virulent affliction’s stage by only 1 instead of by 2. - name: Virulent - type: None - - descr: A visual effect can affect only creatures that can see it. This applies only - to visible parts of the effect, as determined by the GM. - name: Visual - type: None - - descr: Chaotic effects often manipulate energy from chaos-aligned Outer Planes and - are anathema to lawful divine servants or divine servants of lawful deities. A - creature with this trait is chaotic in alignment. An ability with this trait can - be selected or used only by chaotic creatures. - name: Chaotic - type: Alignment - - descr: Evil effects often manipulate energy from evil-aligned Outer Planes and are - antithetical to good divine servants or divine servants of good deities. A creature - with this trait is evil in alignment. An ability with this trait can be selected - or used only by evil creatures. - name: Evil - type: Alignment - - descr: Good effects often manipulate energy from good-aligned Outer Planes and are - antithetical to evil divine servants or divine servants of evil deities. A creature - with this trait is good in alignment. An ability with this trait can be selected - or used only by good creatures. - name: Good - type: Alignment - - descr: Lawful effects often manipulate energy from law-aligned Outer Planes and - are antithetical to chaotic divine servants or divine servants of chaotic deities. - A creature with this trait is lawful in alignment. An ability with this trait - can be selected or used by lawful creatures only. - name: Lawful - type: Alignment - - descr: A creature with this trait is a member of the dwarf ancestry. Dwarves are - stout folk who often live underground and typically have darkvision. An ability - with this trait can be used or selected only by dwarves. An item with this trait - is created and used by dwarves. - name: Dwarf - type: Ancestry - - descr: A creature with this trait is a member of the elf ancestry. Elves are mysterious - people with rich traditions of magic and scholarship who typically have low-light - vision. An ability with this trait can be used or selected only by elves. A weapon - with this trait is created and used by elves. - name: Elf - type: Ancestry - - descr: A creature with this trait is a member of the gnome ancestry. Gnomes are - small people skilled at magic who seek out new experiences and usually have low-light - vision. An ability with this trait can be used or selected only by gnomes. A weapon - with this trait is created and used by gnomes. - name: Gnome - type: Ancestry - - descr: A creature with this trait can come from multiple tribes of creatures, including - goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability - with this trait can be used or chosen only by goblins. A weapon with this trait - is created and used by goblins. - name: Goblin - type: Ancestry - - descr: A creature with this trait is part human and part elf. An ability with this - trait can be used or selected only by half-elves. - name: Half-Elf - type: Ancestry - - descr: A creature with this trait is part human and part orc. An ability with this - trait can be used or selected only by half-orcs. - name: Half-Orc - type: Ancestry - - descr: A creature with this trait is a member of the halfling ancestry. These small - people are friendly wanderers considered to be lucky. An ability with this trait - can be used or selected only by halflings. A weapon with this trait is created - and used by halflings. - name: Halfling - type: Ancestry - - descr: A creature with this trait is a member of the human ancestry. Humans are - a diverse array of people known for their adaptability. An ability with this trait - can be used or selected only by humans. - name: Human - type: Ancestry - - descr: The armor covers you so completely that it provides benefits against some - damaging effects. On Reflex saves to avoid a damaging effect, such as a *fireball*, - you add a +3 modifier instead of your Dexterity modifier. - name: Bulwark - type: Armor - - descr: The armor is so comfortable that you can rest normally while wearing it. - name: Comfort - type: Armor - - descr: The armor is flexible enough that it doesn’t hinder most actions. You don’t - apply its check penalty to Acrobatics or Athletics checks. - name: Flexible - type: Armor - - descr: This armor is loud and likely to alert others to your presence when you’re - using the Avoid Notice exploration activity. - name: Noisy - type: Armor - - descr: This indicates abilities from the alchemist class. - name: Alchemist - type: Class - - descr: This indicates abilities from the barbarian class. - name: Barbarian - type: Class - - descr: This indicates abilities from the bard class. - name: Bard - type: Class - - descr: This indicates abilities from the champion class. - name: Champion - type: Class - - descr: This indicates abilities from the cleric class. - name: Cleric - type: Class - - descr: This indicates abilities from the druid class. - name: Druid - type: Class - - descr: This indicates abilities from the fighter class. - name: Fighter - type: Class - - descr: Abilities with this trait are from the monk class. A weapon with this trait - is primarily used by monks. - name: Monk - type: Class - - descr: This indicates abilities from the ranger class. - name: Ranger - type: Class - - descr: This indicates abilities from the rogue class. - name: Rogue - type: Class - - descr: This indicates abilities from the sorcerer class. - name: Sorcerer - type: Class - - descr: This indicates abilities from the wizard class. - name: Wizard - type: Class - - descr: Aberrations are creatures from beyond the planes or corruptions of the natural - order. - name: Aberration - type: Creature Type - - descr: An animal is a creature with a relatively low intelligence. It typically - doesn’t have an Intelligence ability modifier over –4, can’t speak languages, - and can’t be trained in Intelligence-based skills. - name: Animal - type: Creature Type - - descr: Astral creatures are native of the Astral Plane. They can survive the basic - environmental effects of the Astral Plane. - name: Astral - type: Creature Type - - descr: A creature similar to an animal but with an Intelligence modifier of –3 or - higher is usually a beast. Unlike an animal, a beast might be able to speak and - reason. - name: Beast - type: Creature Type - - descr: Creatures that hail from or have a strong connection to the good-aligned - planes are called celestials. Celestials can survive the basic environmental effects - of planes in the Outer Sphere. - name: Celestial - type: Creature Type - - descr: A construct is an artificial creature empowered by a force other than necromancy. - Constructs are often mindless; they are immune to disease, the paralyzed condition, - and poison; and they may have Hardness based on the materials used to construct - their bodies. Constructs are not living creatures, nor are they undead. When reduced - to 0 Hit Points, a construct creature is destroyed. - name: Construct - type: Creature Type - - descr: Dragons are reptilian creatures, often winged or with the power of flight. - Most are able to use a breath weapon and are immune to sleep and paralysis. - name: Dragon - type: Creature Type - - descr: Elementals are creatures directly tied to an element and native to the Elemental - Planes. Elementals don’t need to breathe. - name: Elemental - type: Creature Type - - descr: Ethereal creatures are natives of the Ethereal Plane. They can survive the - basic environmental effects of the Ethereal Plane. - name: Ethereal - type: Creature Type - - descr: Creatures of the First World are called the fey. - name: Fey - type: Creature Type - - descr: Creatures that hail from or have a strong connection to the evil-aligned - planes are called fiends. Fiends can survive the basic environmental effects of - planes in the Outer Sphere. - name: Fiend - type: Creature Type - - descr: Fungal creatures have the fungus trait. They are distinct from normal fungi. - name: Fungus - type: Creature Type - - descr: Giants are massive humanoid creatures. - name: Giant - type: Creature Type - - descr: Humanoid creatures reason and act much like humans. They typically stand - upright and have two arms and two legs. - name: Humanoid - type: Creature Type - - descr: Creatures that hail from or have a strong connection to the neutrally aligned - planes are called monitors. Monitors can survive the basic environmental effects - of planes in the Outer Sphere. - name: Monitor - type: Creature Type - - descr: Oozes are creatures with simple anatomies. They tend to have low mental ability - scores and immunity to mental effects and precision damage. - name: Ooze - type: Creature Type - - descr: Vegetable creatures have the plant trait. They are distinct from normal plants. - name: Plant - type: Creature Type - - descr: Spirits are ephemeral creatures defined by their spiritual self and often - lacking a physical form. - name: Spirit - type: Creature Type - - descr: Once living, these creatures were infused after death with negative energy - and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature - is destroyed. Undead creatures are damaged by positive energy, are healed by negative - energy, and don’t benefit from healing effects. - name: Undead - type: Creature Type - - descr: Effects with the air trait either manipulate or conjure air. Those that manipulate - air have no effect in a vacuum or an area without air. Creatures with this trait - consist primarily of air or have a magical connection to that element. - name: Air - type: Elemental - - descr: Effects with the earth trait either manipulate or conjure earth. Those that - manipulate earth have no effect in an area without earth. Creatures with this - trait consist primarily of earth or have a magical connection to that element. - name: Earth - type: Elemental - - descr: Effects with the fire trait either conjure or manipulate fire. Those that - manipulate fire have no effect in an area without fire. Creatures with this trait - consist primarily of fire or have a magical connection to that element. - name: Fire - type: Elemental - - descr: Effects with the water trait either manipulate or conjure water. Those that - manipulate water have no effect in an area without water. Creatures with this - trait consist primarily of water or have a magical connection to the element. - name: Water - type: Elemental - - descr: Effects with this trait deal acid damage. Creatures with this trait have - a magical connection to acid. - name: Acid - type: Energy - - descr: Effects with this trait deal cold damage. Creatures with this trait have - a connection to magical cold. - name: Cold - type: Energy - - descr: Effects with this trait deal electricity damage. A creature with this trait - has a magical connection to electricity. - name: Electricity - type: Energy - - descr: Effects with this trait deal fire damage. Creatures with this trait have - a magical connection to fire. - name: Fire - type: Energy - - descr: Effects with this trait deal force damage or create objects made of pure - magical force. - name: Force - type: Energy - - descr: Effects with this trait heal undead creatures with negative energy, deal - negative damage to living creatures, or manipulate negative energy. - name: Negative - type: Energy - - descr: Effects with this trait heal living creatures with positive energy, deal - positive energy damage to undead, or manipulate positive energy. - name: Positive - type: Energy - - descr: An effect with the sonic trait functions only if it makes sound, meaning - it has no effect in an area of silence or in a vacuum. This is different from - an auditory spell, which is effective only if the target can hear it. A sonic - effect might deal sonic damage. - name: Sonic - type: Energy - - descr: An alchemical bomb combines volatile alchemical components that explode when - the bomb hits a creature or object. Most alchemical bombs deal damage, though - some produce other effects. - name: Bomb - type: Equipment - - descr: Elixirs are alchemical liquids that are used by drinking them. - name: Elixir - type: Equipment - - descr: A character can wear only 10 magical items that have the invested trait. - None of the magical effects of the item apply if the character hasn’t invested - it, nor can it be activated, though the character still gains any normal benefits - from wearing the physical item (like a hat keeping rain off their head). - name: Invested - type: Equipment - - descr: An elixir with the mutagen trait temporarily transmogrifies the subject’s - body and alters its mind. A mutagen always conveys one or more beneficial effects - paired with one or more detrimental effects. Mutagens are polymorph effects, meaning - you can benefit from only one at a time. - name: Mutagen - type: Equipment - - descr: Oils are magical gels, ointments, pastes, or salves that are typically applied - to an object and are used up in the process. - name: Oil - type: Equipment - - descr: A potion is a magical liquid activated when you drink it. - name: Potion - type: Equipment - - descr: A scroll contains a single spell you can cast without a spell slot. - name: Scroll - type: Equipment - - descr: Traps typically made by rangers, snares follow special rules that allow them - to be constructed quickly and used on the battlefield. - name: Snare - type: Equipment - - descr: This magic item holds spells of a particular theme and allows a spellcaster - to cast additional spells by preparing the staff. - name: Staff - type: Equipment - - descr: An item with the structure trait creates a magical building or other structure - when activated. The item must be activated on a plot of land free of other structures. - The structure adapts to the natural terrain, adopting the structural requirements - for being built there. The structure adjusts around small features such as ponds - or spires of rock, but it can’t be created on water or other nonsolid surfaces. - If activated on snow, sand dunes, or other soft surfaces with a solid surface - underneath, the structure’s foundation (if any) reaches the solid ground. If an - item with this trait is activated on a solid but unstable surface, such as a swamp - or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, - the structure begins to sink or collapse. - name: Structure - type: Equipment - - descr: A talisman is a small object affixed to armor, a shield, or a weapon (called - the affixed item). You must be wielding or wearing an item to activate a talisman - attached to it. Once activated, a talisman burns out permanently. - name: Talisman - type: Equipment - - descr: A wand contains a single spell which you can cast once per day. - name: Wand - type: Equipment - - descr: These monitors are the self-styled defenders of reality. Traditional aeons - have dualistic natures and forms, and they hold a dichotomy of interests, though - axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate - via a strange telepathic hodgepodge of sensory sending called envisioning. - name: Aeon - type: Monster - - descr: An amphibious creature can breathe in water and in air, even outside of its - preferred environment, usually indenitely but at least for hours. These creatures - often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t - take the usual –2 penalty for being underwater. - name: Amphibious - type: Monster - - descr: Anadis are peaceful, reclusive humanoids who live deep within woodlands, - jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid - spiders covered in beautiful and distinctive markings of varying colors. - name: Anadi - type: Monster - - descr: This family of celestials is native to the plane of Nirvana. Most angels - are neutral good, have darkvision, and have a weakness to evil damage. - name: Angel - type: Monster - - descr: Aquatic creatures are at home underwater. Their bludgeoning and slashing - unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic - creatures can breathe water but not air. - name: Aquatic - type: Monster - - descr: Members of this family of celestials are the protectors of Heaven and are - lawful good. They have darkvision and a weakness to evil damage. - name: Archon - type: Monster - - descr: This family of celestials is native to Elysium. They are typically chaotic - good and have darkvision and a weakness to evil and cold iron. - name: Azata - type: Monster - - descr: Boggards are frog-like humanoids. They typically have darkvision. - name: Boggard - type: Monster - - descr: A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll. - name: Brutal - type: Weapon - - descr: These subterranean people have darkvision, and some have powers to create - darkness. - name: Caligni - type: Monster - - descr: Catfolk are humanoids with feline features. - name: Catfolk - type: Monster - - descr: These humanoids are the children of hags and members of other humanoid ancestries. - name: Changeling - type: Monster - - descr: A family of fiends spawned on the desolate plane of Abaddon, most daemons - are neutral evil. They typically have darkvision and weakness to good damage. - name: Daemon - type: Monster - - descr: A family of fiends, demons hail from or trace their origins to the Abyss. - Most are irredeemably chaotic evil and have darkvision. - name: Demon - type: Monster - - descr: This family of humanoids are the descendants of fey creatures that fell into - darkness and confusion after being abandoned in the Darklands. They are immune - to confusion and vulnerable to sunlight. - name: Dero - type: Monster - - descr: A family of fiends from Hell, most devils are irredeemably lawful evil. They - typically have greater darkvision, immunity to fire, and telepathy. - name: Devil - type: Monster - - descr: These humanoids are the immortal offspring of vampires and members of other - ancestries. - name: Dhampir - type: Monster - - descr: These reptiles have survived from prehistoric times. - name: Dinosaur - type: Monster - - descr: Subterranean kin of the elves, drow typically have darkvision and inborn - magical abilities. - name: Drow - type: Monster - - descr: Subterranean kin of the dwarves, duergar typically have darkvision and immunity - to poison. They are not easily fooled by illusions. - name: Duergar - type: Monster - - descr: The diverse families of genies hold positions of prominence on the Elemental - Planes. They have powerful magical abilities. - name: Genie - type: Monster - - descr: Lost souls that haunt the world as incorporeal undead are called ghosts. - name: Ghost - type: Monster - - descr: Ghouls are vile undead creatures that feast on flesh. - name: Ghoul - type: Monster - - descr: Gnolls are humanoids that resemble hyenas. - name: Gnoll - type: Monster - - descr: Golems are a special type of construct. Golems are immune to almost all magic, - but most have a weakness to certain spells. - name: Golem - type: Monster - - descr: Cruel and mischievous fey, gremlins have acclimated to life on the Material - Plane. - name: Gremlin - type: Monster - - descr: These creatures are malevolent spellcasters who form covens. - name: Hag - type: Monster - - descr: These constructed aeons were created by the axiomites. Each type of inevitable - is dedicated to a specific task. Most inevitables have weakness to chaotic damage. - name: Inevitable - type: Monster - - descr: Kobolds are reptilian humanoids who are usually Small and typically have - darkvision. - name: Kobold - type: Monster - - descr: Leshys are small plant creatures, roughly humanoid in form. - name: Leshy - type: Monster - - descr: Lizardfolk are a family of reptilian humanoids. - name: Lizardfolk - type: Monster - - descr: These aquatic humanoids have an upper body similar to a human and a lower - body similar to a fish. - name: Merfolk - type: Monster - - descr: A mindless creature has either programmed or rudimentary mental attributes. - Most, if not all, of their mental ability modifiers are –5. They are immune to - all mental effects. - name: Mindless - type: Monster - - descr: A mummy is an undead creature created from a preserved corpse. - name: Mummy - type: Monster - - descr: The monster has mutated or evolved, granting it unusual benefits, drawbacks, - or both. - name: Mutant - type: Monster - - descr: undefined - name: Olfactory - type: Monster - - descr: A creature with this trait is a member of the orc ancestry. These green-skinned - people tend to have darkvision. An ability with this trait can be used or selected - only by orcs. An item with this trait is created and used by orcs. - name: Orc - type: Monster - - descr: Reincarnations of evil souls, rakshasas are fiends that live on the Material - Plane. - name: Rakshasa - type: Monster - - descr: Ratfolk are humanoids who resemble rats. - name: Ratfolk - type: Monster - - descr: Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense. - name: Sea Devil - type: Monster - - descr: This undead is made by animating a dead creature’s skeleton with negative - energy. - name: Skeleton - type: Monster - - descr: These constructs are mentally augmented by a fragment of a once-living creature’s - soul. - name: Soulbound - type: Monster - - descr: A family of diminutive winged fey with a strong connection to primal magic. - name: Sprite - type: Monster - - descr: A swarm is a mass or cloud of creatures that functions as one monster. Its - size entry gives the size of the entire mass, though for most swarms the individual - creatures that make up that mass are Tiny. A swarm can occupy the same space as - other creatures, and must do so in order to use its damaging action. A swarm typically - has weakness to effects that deal damage over an area (like area spells and splash - weapons). - name: Swarm - type: Monster - - descr: Tengu are humanoids who resemble birds. - name: Tengu - type: Monster - - descr: Trolls are giant, brutish creatures and are well known for their ability - to regenerate. - name: Troll - type: Monster - - descr: Undead creatures who thirst for blood, vampires are notoriously versatile - and hard to destroy. - name: Vampire - type: Monster - - descr: These shapechanging creatures either are naturally able to shift between - animal, humanoid, and hybrid forms or are afflicted with a curse that forces them - to shift involuntarily. - name: Werecreature - type: Monster - - descr: These subterranean reptilian creatures tend to have darkvision and smell - awful. - name: Xulgath - type: Monster - - descr: These undead are mindless rotting corpses that hunger for living flesh. - name: Zombie - type: Monster - - descr: This poison is delivered by contact with the skin. - name: Contact - type: Poison - - descr: This poison is delivered when drunk or eaten. - name: Ingested - type: Poison - - descr: This poison is delivered when breathed in. - name: Inhaled - type: Poison - - descr: This poison is delivered by damaging the recipient. - name: Injury - type: Poison - - descr: An effect with this trait delivers a poison or deals poison damage. An item - with this trait is poisonous and might cause an affliction. - name: Poison - type: Poison - - descr: 'Anything that doesn’t list another rarity trait (uncommon, rare, or unique) - automatically has the common trait. This rarity indicates that an ability, item, - or spell is available to all players who meet the prerequisites for it. A creature - of this rarity is generally known and can be summoned with the appropriate ' - name: Common - type: Rarity - - descr: This rarity indicates that a rules element is very difficult to find in the - game world. A rare feat, spell, item or the like is available to players only - if the GM decides to include it in the game, typically through discovery during - play. Creatures with this trait are rare. They typically can’t be summoned. The - DC of Recall Knowledge checks related to these creatures is increased by 5. - name: Rare - type: Rarity - - descr: Something of uncommon rarity requires special training or comes from a particular - culture or part of the world. Some character choices give access to uncommon options, - and the GM can choose to allow access for anyone. Less is known about uncommon - creatures than common creatures. They typically can’t be summoned. The DC of Recall - Knowledge checks related to these creature is increased by 2. - name: Uncommon - type: Rarity - - descr: A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge - checks related to creatures with this trait is increased by 10. - name: Unique - type: Rarity - - descr: Effects and magic items with this trait are associated with the abjuration - school of magic, typically involving protection or wards. - name: Abjuration - type: School - - descr: Effects and magic items with this trait are associated with the conjuration - school of magic, typically involving summoning, creation, teleportation, or moving - things from place to place. - name: Conjuration - type: School - - descr: The divination school of magic typically involves obtaining or transferring - information, or predicting events. - name: Divination - type: School - - descr: Effects and magic items with this trait are associated with the enchantment - school of magic, typically involving mind control, emotion alteration, and other - mental effects. - name: Enchantment - type: School - - descr: Effects and magic items with this trait are associated with the evocation - school of magic, typically involving energy and elemental forces. - name: Evocation - type: School - - descr: Effects and magic items with this trait are associated with the illusion - school of magic, typically involving false sensory stimuli. - name: Illusion - type: School - - descr: Effects and magic items with this trait are associated with the necromancy - school of magic, typically involving forces of life and death. - name: Necromancy - type: School - - descr: Effects and magic items with this trait are associated with the transmutation - school of magic, typically changing something’s form. - name: Transmutation - type: School - - descr: This magic comes from the arcane tradition, which is built on logic and rationality. - Anything with this trait is magical. - name: Arcane - type: Tradition - - descr: This magic comes from the divine tradition, drawing power from deities or - similar sources. Anything with this trait is magical. - name: Divine - type: Tradition - - descr: This magic comes from the occult tradition, calling upon bizarre and ephemeral - mysteries. Anything with this trait is magical. - name: Occult - type: Tradition - - descr: This magic comes from the primal tradition, connecting to the natural world - and instinct. Anything with this trait is magical. - name: Primal - type: Tradition - - descr: The multiple attack penalty you take with this weapon on the second attack - on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent - attacks in the turn. - name: Agile - type: Weapon - - descr: An attached weapon must be combined with another piece of gear to be used. - The trait lists what type of item the weapon must be attached to. You must be - wielding or wearing the item the weapon is attached to in order to attack with - it. For example, shield spikes are attached to a shield, allowing you to attack - with the spikes instead of a shield bash, but only if you’re wielding the shield. - An attached weapon is usually bolted onto or built into the item it’s attached - to, and typically an item can have only one weapon attached to it. An attached - weapon can be affixed to an item with 10 minutes of work and a successful DC 10 - Crafting check; this includes the time needed to remove the weapon from a previous - item, if necessary. If an item is destroyed, its attached weapon can usually be - salvaged. - name: Attached - type: Weapon - # TODO Fix description? - - descr: When you hit a flat-footed creature, this weapon deals 1 precision damage - in addition to its normal damage. The precision damage increases to 2 if the weapon - is a - name: Backstabber - type: Weapon - - descr: You can use the momentum from a missed attack with this weapon to lead into - your next attack. After missing with this weapon on your turn, you gain a +1 circumstance - bonus to your next attack with this weapon before the end of your turn. - name: Backswing - type: Weapon - # TODO Fix deadly description? - - descr: On a critical hit, the weapon adds a weapon damage die of the listed size. - Roll this after doubling the weapon’s damage. This increases to two dice if the - weapon has a - name: Deadly - type: Weapon - - descr: You can use this weapon to Disarm with the Athletics skill even if you don’t - have a free hand. This uses the weapon’s reach (if different from your own) and - adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the - Athletics check. If you critically fail a check to Disarm using the weapon, you - can drop the weapon to take the effects of a failure instead of a critical failure. - On a critical success, you still need a free hand if you want to take the item. - name: Disarm - type: Weapon - - descr: Dwarves craft and use these weapons. - name: Dwarf - type: Weapon - - descr: Elves craft and use these weapons. - name: Elf - type: Weapon - - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage - die increases to that die size instead of the normal die size, and the weapon - adds one additional damage die of the listed size. - name: Fatal - type: Weapon - - descr: "**Player**: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage. **Creature**: This melee attack is Dexterity-based. Even if a weapon normally has the finesse trait, this trait is omittedi n the Strike entry if the monster is applying its Strength." - name: Finesse - type: Weapon - - descr: This weapon becomes more dangerous as you build momentum. When you attack - with it more than once on your turn, the second attack gains a circumstance bonus - to damage equal to the number of weapon damage dice, and each subsequent attack - gains a circumstance bonus to damage equal to double the number of weapon damage - dice. - name: Forceful - type: Weapon - - descr: This weapon doesn’t take up your hand, usually because it is built into your - armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your - free-hand weapon to wield other items, perform manipulate actions, and so on. - You can’t attack with a free-hand weapon if you’re wielding anything in that hand - or otherwise using that hand. When you’re not wielding anything and not otherwise - using the hand, you can use abilities that require you to have a hand free as - well as those that require you to be wielding a weapon in that hand. Each of your - hands can have only one free-hand weapon on it. - name: Free-Hand - type: Weapon - - descr: Gnomes craft and use these weapons. - name: Gnome - type: Weapon - - descr: Goblins craft and use these weapons. - name: Goblin - type: Weapon - - descr: You can use this weapon to Grapple with the Athletics skill even if you don’t - have a free hand. This uses the weapon’s reach (if different from your own) and - adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics - check. If you critically fail a check to Grapple using the weapon, you can drop - the weapon to take the effects of a failure instead of a critical failure. - name: Grapple - type: Weapon - - descr: Halflings craft and use these weapons. - name: Halfling - type: Weapon - - descr: The weapon is suited for mounted combat with a harness or similar means. - When mounted, if you moved at least 10 feet on the action before your attack, - add a circumstance bonus to damage for that attack equal to the number of damage - dice for the weapon. In addition, while mounted, you can wield the weapon in one - hand, changing the damage die to the listed value. - name: Jousting - type: Weapon - - descr: Many monks learn to use these weapons. - name: Monk - type: Weapon - - descr: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious - instead of kill them. You can use a nonlethal weapon to make a lethal attack with - a –2 circumstance penalty. - name: Nonlethal - type: Weapon - - descr: Orcs craft and use these weapons. - name: Orc - type: Weapon - - descr: This weapon can be used defensively to block attacks. While wielding this - weapon, if your proficiency with it is trained or better, you can spend an Interact - action to position your weapon defensively, gaining a +1 circumstance bonus to - AC until the start of your next turn. - name: Parry - type: Weapon - - descr: You add half your Strength modifier (if positive) to damage rolls with a - propulsive ranged weapon. If you have a negative Strength modifier, you add your - full Strength modifier instead. - name: Propulsive - type: Weapon - - descr: These attacks will either list a finite range or a range increment, which - follows the normal rules for range increments. - name: Range - type: Weapon - # TODO Fix descr - - descr: This weapon can be used to Trip with the - name: Ranged Trip - type: Weapon - - descr: Natural attacks with this trait can be used to attack creatures up to the - listed distance away instead of only adjacent creatures. - name: Reach - type: Weapon - - descr: You can use this weapon to Shove with the Athletics skill even if you don’t - have a free hand. This uses the weapon’s reach (if different from your own) and - adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics - check. If you critically fail a check to Shove using the weapon, you can drop - the weapon to take the effects of a failure instead of a critical failure. - name: Shove - type: Weapon - - descr: This weapon makes wide sweeping or spinning attacks, making it easier to - attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance - bonus to your attack roll if you already attempted to attack a different target - this turn using this weapon. - name: Sweep - type: Weapon - # TODO Fix descr - - descr: This weapon is attached to a length of rope or chain that allows you to - retrieve it after it has left your hand. If you have a free hand while wielding - this weapon, you can use an - name: Tethered - type: Weapon - # TODO Fix descr - - descr: You can throw this weapon as a ranged attack. A thrown weapon adds your - Strength modifier to damage just like a melee weapon does. When this trait appears - on a melee weapon, it also includes the range increment. Ranged weapons with - this trait use the range increment specified in the weapon’s Range entry. - name: Thrown - type: Weapon - - descr: You can use this weapon to Trip with the Athletics skill even if you don’t - have a free hand. This uses the weapon’s reach (if different from your own) and - adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics - check. If you critically fail a check to Trip using the weapon, you can drop the - weapon to take the effects of a failure instead of a critical failure. - name: Trip - type: Weapon - - descr: These weapons are used as a pair, complementing each other. When you attack - with a twin weapon, you add a circumstance bonus to the damage roll equal to the - weapon’s number of damage dice if you have previously attacked with a different - weapon of the same type this turn. The weapons must be of the same type to benefit - from this trait, but they don’t need to have the same runes. - name: Twin - type: Weapon - # TODO Fix descr - - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage - die to the indicated value. This change applies to all the weapon’s damage dice, - such as those from - name: Two-Hand - type: Weapon - - descr: An unarmed attack uses your body rather than a manufactured weapon. An unarmed - attack isn’t a weapon, though it’s categorized with weapons for weapon groups, - and it might have weapon traits. Since it’s part of your body, an unarmed attack - can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping - appendage follows the same rules as a free-hand weapon. - name: Unarmed - type: Weapon - - descr: A versatile weapon can be used to deal a different type of damage than that - listed in the Damage entry. This trait indicates the alternate damage type. For - instance, a piercing weapon that is versatile S can be used to deal piercing or - slashing damage. You choose the damage type each time you make an attack. - name: Versatile - type: Weapon - - descr: This ranged weapon is less effective at close distances. Your attacks against - targets that are at a distance within the range listed take a –2 penalty. - name: Volley - type: Weapon - - descr: Feats with the additive trait allow you to spend actions to add special substances - to bombs or elixirs. You can add only one additive to a single alchemical item, - and attempting to add another spoils the item. You can typically use actions with - the additive trait only when you’re creating an infused alchemical item, and some - can be used only with the Quick Alchemy action. The additive trait is always followed - by a level, such as additive 2. An additive adds its level to the level of the - alchemical item you’re modifying; the result is the new level of the mixture. - The mixture’s item level must be no higher than your advanced alchemy level. - name: Additive 1 - type: None - - descr: Feats with the additive trait allow you to spend actions to add special substances - to bombs or elixirs. You can add only one additive to a single alchemical item, - and attempting to add another spoils the item. You can typically use actions with - the additive trait only when you’re creating an infused alchemical item, and some - can be used only with the Quick Alchemy action. The additive trait is always followed - by a level, such as additive 2. An additive adds its level to the level of the - alchemical item you’re modifying; the result is the new level of the mixture. - The mixture’s item level must be no higher than your advanced alchemy level. - name: Additive 2 - type: None - - descr: Feats with the additive trait allow you to spend actions to add special substances - to bombs or elixirs. You can add only one additive to a single alchemical item, - and attempting to add another spoils the item. You can typically use actions with - the additive trait only when you’re creating an infused alchemical item, and some - can be used only with the Quick Alchemy action. The additive trait is always followed - by a level, such as additive 2. An additive adds its level to the level of the - alchemical item you’re modifying; the result is the new level of the mixture. - The mixture’s item level must be no higher than your advanced alchemy level. - name: Additive 3 - type: None - - descr: You can throw this weapon as a ranged attack. A thrown weapon adds your - Strength modifier to damage just like a melee weapon does. When this trait appears - on a melee weapon, it also includes the range increment. Ranged weapons with - this trait use the range increment specified in the weapon’s Range entry. - name: Thrown 10ft. - type: Weapon - - descr: You can throw this weapon as a ranged attack. A thrown weapon adds your - Strength modifier to damage just like a melee weapon does. When this trait appears - on a melee weapon, it also includes the range increment. Ranged weapons with - this trait use the range increment specified in the weapon’s Range entry. - name: Thrown 20ft. - type: Weapon - # TODO Fix descr - - descr: On a critical hit, the weapon adds a weapon damage die of the listed size. - Roll this after doubling the weapon’s damage. This increases to two dice if the - weapon has a - name: Deadly d8 - type: Weapon - # TODO Fix descr - - descr: On a critical hit, the weapon adds a weapon damage die of the listed size. - Roll this after doubling the weapon’s damage. This increases to two dice if the - weapon has a - name: Deadly d10 - type: Weapon - - descr: A versatile weapon can be used to deal a different type of damage than that - listed in the Damage entry. This trait indicates the alternate damage type. For - instance, a piercing weapon that is versatile S can be used to deal piercing or - slashing damage. You choose the damage type each time you make an attack. - name: Versatile S - type: Weapon - - descr: A versatile weapon can be used to deal a different type of damage than that - listed in the Damage entry. This trait indicates the alternate damage type. For - instance, a piercing weapon that is versatile S can be used to deal piercing or - slashing damage. You choose the damage type each time you make an attack. - name: Versatile P - type: Weapon - - descr: A versatile weapon can be used to deal a different type of damage than that - listed in the Damage entry. This trait indicates the alternate damage type. For - instance, a piercing weapon that is versatile S can be used to deal piercing or - slashing damage. You choose the damage type each time you make an attack. - name: Versatile B - type: Weapon - # TODO Fix descr - - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage - die to the indicated value. This change applies to all the weapon’s damage dice, - such as those from - name: Two-Hand d8 - type: Weapon - # TODO Fix descr - - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage - die to the indicated value. This change applies to all the weapon’s damage dice, - such as those from - name: Two-Hand d10 - type: Weapon - # TODO Fix descr - - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage - die to the indicated value. This change applies to all the weapon’s damage dice, - such as those from - name: Two-Hand d12 - type: Weapon - - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage - die increases to that die size instead of the normal die size, and the weapon - adds one additional damage die of the listed size. - name: Fatal d8 - type: Weapon - - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage - die increases to that die size instead of the normal die size, and the weapon - adds one additional damage die of the listed size. - name: Fatal d10 - type: Weapon - - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage - die increases to that die size instead of the normal die size, and the weapon - adds one additional damage die of the listed size. - name: Fatal d12 - type: Weapon - - descr: The weapon is suited for mounted combat with a harness or similar means. - When mounted, if you moved at least 10 feet on the action before your attack, - add a circumstance bonus to damage for that attack equal to the number of damage - dice for the weapon. In addition, while mounted, you can wield the weapon in one - hand, changing the damage die to the listed value. - name: Jousting d6 - type: Weapon - - descr: This ranged weapon is less effective at close distances. Your attacks against - targets that are at a distance within the range listed take a –2 penalty. - name: Volley 30 ft. - type: Weapon +- descr: Feats with the additive trait allow you to spend actions to add special substances + to bombs or elixirs. You can add only one additive to a single alchemical item, + and attempting to add another spoils the item. You can typically use actions with + the additive trait only when you’re creating an infused alchemical item, and some + can be used only with the Quick Alchemy action. The additive trait is always followed + by a level, such as additive 2. An additive adds its level to the level of the + alchemical item you’re modifying; the result is the new level of the mixture. + The mixture’s item level must be no higher than your advanced alchemy level. + name: Additive + type: None +- descr: Alchemical items are powered by reactions of alchemical reagents. Alchemical + items aren’t magical and don’t radiate a magical aura. + name: Alchemical + type: None +- descr: When you Invest an Item that has the apex trait, it improves one of your + ability scores, either increasing it by 2 or to a total of 18, whichever grants + the higher score. This gives you all the benefits of the new ability score until + the investiture ends. An apex item grants this benefit only the first time it’s + invested within a 24-hour period, and you can benefit from only one apex item + at a time. If you attempt to invest an apex item when you already have one invested, + you don’t gain the ability score increase, though you do gain any other effects + of Investing the Item. + name: Apex + type: None +- descr: This feat belongs to an archetype. + name: Archetype + type: None +- descr: undefined + name: Artifact + type: None +- descr: An ability with this trait involves an attack. For each attack you make beyond + the first on your turn, you take a multiple attack penalty. + name: Attack + type: None +- descr: Auditory actions and effects rely on sound. An action with the auditory trait + can be successfully performed only if the creature using the action can speak + or otherwise produce the required sounds. A spell or effect with the auditory + trait has its effect only if the target can hear it. This applies only to sound-based + parts of the effect, as determined by the GM. This is different from a sonic effect, + which still affects targets who can’t hear it (such as deaf targets) as long as + the effect itself makes sound. + name: Auditory + type: None +- descr: An aura is an emanation that continually ebbs out from you, af ecting creatures + within a certain radius. Aura can also refer to the magical signature of an item + or a creature with a strong alignment. + name: Aura + type: None +- descr: A spell you can cast at will that is automatically heightened to half your + level rounded up. + name: Cantrip + type: None +- descr: undefined + name: Charm + type: None +- descr: An item with this trait can be worn by an animal companion or similar creature. + A companion can have up to two items invested. + name: Companion + type: None +- descr: A hazard with this trait takes turns in an encounter. + name: Complex + type: None +- descr: To cast a composition cantrip or focus spell, you usually use a type of Performance. + If the spell includes a verbal component, you must use an auditory performance, + and if it includes a somatic component, you must use a visual one. The spell gains + all the traits of the performance you used. You can cast only one composition + spell each turn, and you can have only one active at a time. If you cast a new + composition spell, any ongoing effects from your previous composition spell end + immediately. + name: Composition + type: None +- descr: An action with this trait requires a degree of mental concentration and discipline. + name: Concentrate + type: None +- descr: A consecration spell enhances an area for an extended period of time. A given + area can have only a single consecration effect at a time. The new effect attempts + to counteract any existing one in areas of overlap. + name: Consecration + type: None +- descr: A curse is an effect that places some long-term affliction on a creature. + Curses are always magical and are typically the result of a spell or trap. + name: Curse + type: None +- descr: Darkness effects extinguish non-magical light in the area, and can counteract + less powerful magical light. You must usually target light magic with your darkness + magic directly to counteract the light, but some darkness spells automatically + attempt to counteract light. + name: Darkness + type: None +- descr: An effect with the death trait kills you immediately if it reduces you to + 0 HP. Some death effects can bring you closer to death or slay you outright without + reducing you to 0 HP. + name: Death + type: None +- descr: You must select a feat with this trait to apply an archetype to your character. + name: Dedication + type: None +- descr: Effects with this trait attempt to determine the presence or location of + a person, object, or aura. + name: Detection + type: None +- descr: An effect with this trait applies one or more diseases. A disease is typically + an affliction. + name: Disease + type: None +- descr: An activity with this trait takes a day or more, and can be used only during + downtime. + name: Downtime + type: None +- descr: This effect alters a creature’s emotions. Effects with this trait always + have the mental trait as well. Creatures with special training or that have mechanical + or artificial intelligence are immune to emotion effects. + name: Emotion + type: None +- descr: A hazard with this trait is something dangerous that’s part of the natural + world, such as quicksand or harmful mold. + name: Environmental + type: None +- descr: An activity with this trait takes more than a turn to use, and can usually + be used only during exploration mode. + name: Exploration + type: None +- descr: This effect or item creates an extradimensional space. An extradimensional + effect placed inside another extradimensional space ceases to function until it + is removed. + name: Extradimensional + type: None +- descr: Fear effects evoke the emotion of fear. Effects with this trait always have + the mental and emotion traits as well. + name: Fear + type: None +- descr: Flourish actions are actions that require too much exertion to perform a + large number in a row. You can use only 1 action with the flourish trait per turn. + name: Flourish + type: None +- descr: An item with this trait can give you an additional Focus Point. This focus + point is separate from your focus pool and doesn’t count toward the cap on your + focus pool. You can gain this benefit only if you have a focus pool, and there + might be restrictions on how the point can be used. You can’t gain more than 1 + Focus Point per day from focused items. + name: Focused + type: None +- descr: A fortune effect beneficially alters how you roll your dice. You can never + have more than one fortune effect alter a single roll. If multiple fortune effects + would apply, you have to pick which to use. If a fortune effect and a misfortune + effect would apply to the same roll, the two cancel each other out, and you roll + normally. + name: Fortune + type: None +- descr: A type of feat that any character can select, regardless of ancestry and + class, as long as they meet the prerequisites. You can select a feat with this + trait when your class grants a general feat. + name: General + type: None +- descr: A hazard with this trait is a spiritual echo, often of someone with a tragic + death. Putting a haunt to rest often involves resolving the haunt’s unfinished + business. A haunt that hasn’t been properly put to rest always returns after a + time. + name: Haunt + type: None +- descr: A healing effect restores a creature’s body, typically by restoring Hit Points, + but sometimes by removing diseases or other debilitating effects. + name: Healing + type: None +- descr: An ability with this trait can take a character completely out of the fight + or even kill them, and it’s harder to use on a more powerful character. If a spell + has the incapacitation trait, any creature of more than twice the spell’s level + treats the result of their check to prevent being incapacitated by the spell as + one degree of success better, or the result of any check the spellcaster made + to incapacitate them as one degree of success worse. If any other effect has the + incapacitation trait, a creature of higher level than the item, creature, or hazard + generating the effect gains the same benefits. + name: Incapacitation + type: None +- descr: An incorporeal creature or object has no physical form. It can pass through + solid objects, including walls. When inside an object, an incorporeal creature + can’t perceive, attack, or interact with anything outside the object, and if it + starts its turn in an object, it is slowed 1. Corporeal creatures can pass through + an incorporeal creature, but they can’t end their movement in its space. + name: Incorporeal + type: None +- descr: You created an alchemical item with the infused trait using your infused + reagents, and it has a limited time before it becomes inert. Any nonpermanent + effects from your infused alchemical items, with the exception of afflictions + such as slow-acting poisons, end when you make your daily preparations again. + name: Infused + type: None +- descr: Instinct abilities require a specific instinct; you lose access if you perform + acts anathema to your instinct. + name: Instinct + type: None +- descr: Light effects overcome non-magical darkness in the area, and can counteract + magical darkness. You must usually target darkness magic with your light magic + directly to counteract the darkness, but some light spells automatically attempt + to counteract darkness. + name: Light + type: None +- descr: An effect with this trait depends on language comprehension. A linguistic + effect that targets a creature works only if the target understands the language + you are using. + name: Linguistic + type: None +- descr: Litanies are special devotion spells, typically used by champions and requiring + a single action, that usually give temporary immunity to further litanies. + name: Litany + type: None +- descr: Something with the magical trait is imbued with magical energies not tied + to a specific tradition of magic. A magical item radiates a magic aura infused + with its dominant school of magic. + name: Magical + type: None +- descr: You must physically manipulate an item or make gestures to use an action + with this trait. Creatures without a suitable appendage can’t perform actions + with this trait. Manipulate actions often trigger reactions. + name: Manipulate + type: None +- descr: A hazard with this trait is a constructed physical object. + name: Mechanical + type: None +- descr: A mental effect can alter the target’s mind. It has no effect on an object + or a mindless creature. + name: Mental + type: None +- descr: Actions with the metamagic trait, usually from metamagic feats, tweak the + properties of your spells. You must use a metamagic action directly before Casting + the Spell you want to alter. If you use any action (including free actions and + reactions) other than Cast a Spell directly after, you waste the benefits of the + metamagic action. Any additional effects added by a metamagic action are part + of the spell’s effect, not of the metamagic action itself. + name: Metamagic + type: None +- descr: Minions are creatures that directly serve another creature. A creature with + this trait can use only 2 actions per turn and can’t use reactions. Your minion + acts on your turn in combat, once per turn, when you spend an action to issue + it commands. For an animal companion, you Command an Animal; for a minion that’s + a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain + an Activation; if not otherwise specified, you issue a verbal command, a single + action with the auditory and concentrate traits. If given no commands, minions + use no actions except to defend themselves or to escape obvious harm. If left + unattended for long enough, typically 1 minute, mindless minions usually don’t + act, animals follow their instincts, and sapient minions act how they please. + name: Minion + type: None +- descr: A misfortune effect detrimentally alters how you roll your dice. You can + never have more than one misfortune effect alter a single roll. If multiple misfortune + effects would apply, the GM decides which is worse and applies it. If a fortune + effect and a misfortune effect would apply to the same roll, the two cancel each + other out, and you roll normally. + name: Misfortune + type: None +- descr: Effects that slightly alter a creature’s form have the morph trait. Any Strikes + specifically granted by a morph effect are magical. You can be affected by multiple + morph spells at once, but if you morph the same body part more than once, the + second morph effect attempts to counteract the first (in the same manner as two + polymorph effects, described in that trait). + name: Morph + type: None +- descr: An action with this trait involves moving from one space to another. + name: Move + type: None +- descr: Archetypes with the multiclass trait represent diversifying your training + into another class’s specialties. You can’t select a multiclass archetype’s dedication + feat if you are a member of the class of the same name. + name: Multiclass + type: None +- descr: Oaths add an additional tenet to your code. You can usually have only one + feat with this trait. + name: Oath + type: None +- descr: These maneuvers work only as the first salvo on your turn. You can use an + open only if you haven’t used an action with the attack or open trait yet this + turn. + name: Open + type: None +- descr: Magical effects with this trait manipulate or conjure plants or plant matter + in some way. Those that manipulate plants have no effect in an area with no plants. + name: Plant + type: None +- descr: These effects transform the target into a new form. A target can’t be under + the effect of more than one polymorph effect at a time. If it comes under the + effect of a second polymorph effect, the second polymorph effect attempts to counteract + the first. If it succeeds, it takes effect, and if it fails, the spell has no + effect on that target. Any Strikes specifically granted by a polymorph effect + are magical. Unless otherwise stated, polymorph spells don’t allow the target + to take on the appearance of a specific individual creature, but rather just a + generic creature of a general type or ancestry. + name: Polymorph + type: None +- descr: Effects with this trait allow a creature to project its mind and spirit into + a target. A creature immune to mental effects can’t use a possession effect. While + possessing a target, a possessor’s true body is unconscious (and can’t wake up + normally), unless the possession effect allows the creature to physically enter + the target. Whenever the target takes damage, the possessor takes half that amount + of damage as mental damage. + name: Possession + type: None +- descr: Valuable materials with special properties have the precious trait. They + can be substituted for base materials when you Craft items. + name: Precious + type: None +- descr: Effects with this trait determine what is likely to happen in the near future. + Most predictions are divinations. + name: Prediction + type: None +- descr: Actions with this trait allow you to follow up earlier attacks. An action + with the press trait can be used only if you are currently affected by a multiple + attack penalty. Some actions with the press trait also grant an effect on a failure. + The effects that are added on a failure don’t apply on a critical failure. If + your press action succeeds, you can choose to apply the failure effect instead. + (For example, you may wish to do this when an attack deals no damage due to resistance.) + Because a press action requires a multiple attack penalty, you can’t use one when + it’s not your turn, even if you use the Ready activity. + name: Press + type: None +- descr: You must be raging to use abilities with the rage trait, and they end automatically + when you stop raging. + name: Rage + type: None +- descr: While all weapons need some amount of time to get into position, many ranged + weapons also need to be loaded and reloaded. This entry indicates how many Interact + actions it takes to reload such weapons. This can be 0 if drawing ammunition and + firing the weapon are part of the same action. If an item takes 2 or more actions + to reload, the GM determines whether they must be performed together as an activity, + or you can spend some of those actions during one turn and the rest during your + next turn. + name: Reload + type: None +- descr: Effects with this trait see things as they truly are. + name: Revelation + type: None +- descr: A scrying effect lets you see, hear, or otherwise get sensory information + from a distance using a sensor or apparatus, rather than your own eyes and ears. + name: Scrying + type: None +- descr: The GM rolls the check for this ability in secret. + name: Secret + type: None +- descr: This magic involves shadows or the energy of the Shadow Plane. + name: Shadow + type: None +- descr: A general feat with the skill trait improves your skills and their actions + or gives you new actions for a skill. A feat with this trait can be selected when + a class grants a skill feat or general feat. Archetype feats with the skill trait + can be selected in place of a skill feat if you have that archetype’s dedication + feat. + name: Skill + type: None +- descr: This effect can cause a creature to fall asleep or get drowsy. + name: Sleep + type: None +- descr: When you use a thrown weapon with the splash trait, you don’t add your Strength + modifier to the damage roll. If an attack with a splash weapon fails, succeeds, + or critically succeeds, all creatures within 5 feet of the target (including the + target) take the listed splash damage. On a failure (but not a critical failure), + the target of the attack still takes the splash damage. Add splash damage together + with the initial damage against the target before applying the target’s weaknesses + or resistances. You don’t multiply splash damage on a critical hit. + name: Splash + type: None +- descr: A stance is a general combat strategy that you enter by using an action with + the stance trait, and that you remain in for some time. A stance lasts until you + get knocked out, until its requirements (if any) are violated, until the encounter + ends, or until you enter a new stance, whichever comes first. After you use an + action with the stance trait, you can’t use another one for 1 round. You can enter + or be in a stance only in encounter mode. + name: Stance + type: None +- descr: A creature called by a conjuration spell or effect gains the summoned trait. + A summoned creature can’t summon other creatures, create things of value, or cast + spells that require a cost. It has the minion trait. If it tries to cast a spell + of equal or higher level than the spell that summoned it, it overpowers the summoning + magic, causing the summoned creature’s spell to fail and the summon spell to end. + Otherwise, the summoned creature uses the standard abilities for a creature of + its kind. It generally attacks your enemies to the best of its abilities. If you + can communicate with it, you can attempt to command it, but the GM determines + the degree to which it follows your commands. + name: Summoned + type: None +- descr: undefined + name: Telepathy + type: None +- descr: Teleportation effects allow you to instantaneously move from one point in + space to another. Teleportation does not usually trigger reactions based on movement. + name: Teleportation + type: None +- descr: A hazard or item with this trait is constructed to hinder interlopers. + name: Trap + type: None +- descr: Afflictions with the virulent trait are harder to remove. You must succeed + at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical + success reduces a virulent affliction’s stage by only 1 instead of by 2. + name: Virulent + type: None +- descr: A visual effect can affect only creatures that can see it. This applies only + to visible parts of the effect, as determined by the GM. + name: Visual + type: None +- descr: Chaotic effects often manipulate energy from chaos-aligned Outer Planes and + are anathema to lawful divine servants or divine servants of lawful deities. A + creature with this trait is chaotic in alignment. An ability with this trait can + be selected or used only by chaotic creatures. + name: Chaotic + type: Alignment +- descr: Evil effects often manipulate energy from evil-aligned Outer Planes and are + antithetical to good divine servants or divine servants of good deities. A creature + with this trait is evil in alignment. An ability with this trait can be selected + or used only by evil creatures. + name: Evil + type: Alignment +- descr: Good effects often manipulate energy from good-aligned Outer Planes and are + antithetical to evil divine servants or divine servants of evil deities. A creature + with this trait is good in alignment. An ability with this trait can be selected + or used only by good creatures. + name: Good + type: Alignment +- descr: Lawful effects often manipulate energy from law-aligned Outer Planes and + are antithetical to chaotic divine servants or divine servants of chaotic deities. + A creature with this trait is lawful in alignment. An ability with this trait + can be selected or used by lawful creatures only. + name: Lawful + type: Alignment +- descr: A creature with this trait is a member of the dwarf ancestry. Dwarves are + stout folk who often live underground and typically have darkvision. An ability + with this trait can be used or selected only by dwarves. An item with this trait + is created and used by dwarves. + name: Dwarf + type: Ancestry +- descr: A creature with this trait is a member of the elf ancestry. Elves are mysterious + people with rich traditions of magic and scholarship who typically have low-light + vision. An ability with this trait can be used or selected only by elves. A weapon + with this trait is created and used by elves. + name: Elf + type: Ancestry +- descr: A creature with this trait is a member of the gnome ancestry. Gnomes are + small people skilled at magic who seek out new experiences and usually have low-light + vision. An ability with this trait can be used or selected only by gnomes. A weapon + with this trait is created and used by gnomes. + name: Gnome + type: Ancestry +- descr: A creature with this trait can come from multiple tribes of creatures, including + goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability + with this trait can be used or chosen only by goblins. A weapon with this trait + is created and used by goblins. + name: Goblin + type: Ancestry +- descr: A creature with this trait is part human and part elf. An ability with this + trait can be used or selected only by half-elves. + name: Half-Elf + type: Ancestry +- descr: A creature with this trait is part human and part orc. An ability with this + trait can be used or selected only by half-orcs. + name: Half-Orc + type: Ancestry +- descr: A creature with this trait is a member of the halfling ancestry. These small + people are friendly wanderers considered to be lucky. An ability with this trait + can be used or selected only by halflings. A weapon with this trait is created + and used by halflings. + name: Halfling + type: Ancestry +- descr: A creature with this trait is a member of the human ancestry. Humans are + a diverse array of people known for their adaptability. An ability with this trait + can be used or selected only by humans. + name: Human + type: Ancestry +- descr: The armor covers you so completely that it provides benefits against some + damaging effects. On Reflex saves to avoid a damaging effect, such as a *fireball*, + you add a +3 modifier instead of your Dexterity modifier. + name: Bulwark + type: Armor +- descr: The armor is so comfortable that you can rest normally while wearing it. + name: Comfort + type: Armor +- descr: The armor is flexible enough that it doesn’t hinder most actions. You don’t + apply its check penalty to Acrobatics or Athletics checks. + name: Flexible + type: Armor +- descr: This armor is loud and likely to alert others to your presence when you’re + using the Avoid Notice exploration activity. + name: Noisy + type: Armor +- descr: This indicates abilities from the alchemist class. + name: Alchemist + type: Class +- descr: This indicates abilities from the barbarian class. + name: Barbarian + type: Class +- descr: This indicates abilities from the bard class. + name: Bard + type: Class +- descr: This indicates abilities from the champion class. + name: Champion + type: Class +- descr: This indicates abilities from the cleric class. + name: Cleric + type: Class +- descr: This indicates abilities from the druid class. + name: Druid + type: Class +- descr: This indicates abilities from the fighter class. + name: Fighter + type: Class +- descr: Abilities with this trait are from the monk class. A weapon with this trait + is primarily used by monks. + name: Monk + type: Class +- descr: This indicates abilities from the ranger class. + name: Ranger + type: Class +- descr: This indicates abilities from the rogue class. + name: Rogue + type: Class +- descr: This indicates abilities from the sorcerer class. + name: Sorcerer + type: Class +- descr: This indicates abilities from the wizard class. + name: Wizard + type: Class +- descr: Aberrations are creatures from beyond the planes or corruptions of the natural + order. + name: Aberration + type: Creature Type +- descr: An animal is a creature with a relatively low intelligence. It typically + doesn’t have an Intelligence ability modifier over –4, can’t speak languages, + and can’t be trained in Intelligence-based skills. + name: Animal + type: Creature Type +- descr: Astral creatures are native of the Astral Plane. They can survive the basic + environmental effects of the Astral Plane. + name: Astral + type: Creature Type +- descr: A creature similar to an animal but with an Intelligence modifier of –3 or + higher is usually a beast. Unlike an animal, a beast might be able to speak and + reason. + name: Beast + type: Creature Type +- descr: Creatures that hail from or have a strong connection to the good-aligned + planes are called celestials. Celestials can survive the basic environmental effects + of planes in the Outer Sphere. + name: Celestial + type: Creature Type +- descr: A construct is an artificial creature empowered by a force other than necromancy. + Constructs are often mindless; they are immune to disease, the paralyzed condition, + and poison; and they may have Hardness based on the materials used to construct + their bodies. Constructs are not living creatures, nor are they undead. When reduced + to 0 Hit Points, a construct creature is destroyed. + name: Construct + type: Creature Type +- descr: Dragons are reptilian creatures, often winged or with the power of flight. + Most are able to use a breath weapon and are immune to sleep and paralysis. + name: Dragon + type: Creature Type +- descr: Elementals are creatures directly tied to an element and native to the Elemental + Planes. Elementals don’t need to breathe. + name: Elemental + type: Creature Type +- descr: Ethereal creatures are natives of the Ethereal Plane. They can survive the + basic environmental effects of the Ethereal Plane. + name: Ethereal + type: Creature Type +- descr: Creatures of the First World are called the fey. + name: Fey + type: Creature Type +- descr: Creatures that hail from or have a strong connection to the evil-aligned + planes are called fiends. Fiends can survive the basic environmental effects of + planes in the Outer Sphere. + name: Fiend + type: Creature Type +- descr: Fungal creatures have the fungus trait. They are distinct from normal fungi. + name: Fungus + type: Creature Type +- descr: Giants are massive humanoid creatures. + name: Giant + type: Creature Type +- descr: Humanoid creatures reason and act much like humans. They typically stand + upright and have two arms and two legs. + name: Humanoid + type: Creature Type +- descr: Creatures that hail from or have a strong connection to the neutrally aligned + planes are called monitors. Monitors can survive the basic environmental effects + of planes in the Outer Sphere. + name: Monitor + type: Creature Type +- descr: Oozes are creatures with simple anatomies. They tend to have low mental ability + scores and immunity to mental effects and precision damage. + name: Ooze + type: Creature Type +- descr: Vegetable creatures have the plant trait. They are distinct from normal plants. + name: Plant + type: Creature Type +- descr: Spirits are ephemeral creatures defined by their spiritual self and often + lacking a physical form. + name: Spirit + type: Creature Type +- descr: Once living, these creatures were infused after death with negative energy + and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature + is destroyed. Undead creatures are damaged by positive energy, are healed by negative + energy, and don’t benefit from healing effects. + name: Undead + type: Creature Type +- descr: Effects with the air trait either manipulate or conjure air. Those that manipulate + air have no effect in a vacuum or an area without air. Creatures with this trait + consist primarily of air or have a magical connection to that element. + name: Air + type: Elemental +- descr: Effects with the earth trait either manipulate or conjure earth. Those that + manipulate earth have no effect in an area without earth. Creatures with this + trait consist primarily of earth or have a magical connection to that element. + name: Earth + type: Elemental +- descr: Effects with the fire trait either conjure or manipulate fire. Those that + manipulate fire have no effect in an area without fire. Creatures with this trait + consist primarily of fire or have a magical connection to that element. + name: Fire + type: Elemental +- descr: Effects with the water trait either manipulate or conjure water. Those that + manipulate water have no effect in an area without water. Creatures with this + trait consist primarily of water or have a magical connection to the element. + name: Water + type: Elemental +- descr: Effects with this trait deal acid damage. Creatures with this trait have + a magical connection to acid. + name: Acid + type: Energy +- descr: Effects with this trait deal cold damage. Creatures with this trait have + a connection to magical cold. + name: Cold + type: Energy +- descr: Effects with this trait deal electricity damage. A creature with this trait + has a magical connection to electricity. + name: Electricity + type: Energy +- descr: Effects with this trait deal fire damage. Creatures with this trait have + a magical connection to fire. + name: Fire + type: Energy +- descr: Effects with this trait deal force damage or create objects made of pure + magical force. + name: Force + type: Energy +- descr: Effects with this trait heal undead creatures with negative energy, deal + negative damage to living creatures, or manipulate negative energy. + name: Negative + type: Energy +- descr: Effects with this trait heal living creatures with positive energy, deal + positive energy damage to undead, or manipulate positive energy. + name: Positive + type: Energy +- descr: An effect with the sonic trait functions only if it makes sound, meaning + it has no effect in an area of silence or in a vacuum. This is different from + an auditory spell, which is effective only if the target can hear it. A sonic + effect might deal sonic damage. + name: Sonic + type: Energy +- descr: An alchemical bomb combines volatile alchemical components that explode when + the bomb hits a creature or object. Most alchemical bombs deal damage, though + some produce other effects. + name: Bomb + type: Equipment +- descr: Elixirs are alchemical liquids that are used by drinking them. + name: Elixir + type: Equipment +- descr: A character can wear only 10 magical items that have the invested trait. + None of the magical effects of the item apply if the character hasn’t invested + it, nor can it be activated, though the character still gains any normal benefits + from wearing the physical item (like a hat keeping rain off their head). + name: Invested + type: Equipment +- descr: An elixir with the mutagen trait temporarily transmogrifies the subject’s + body and alters its mind. A mutagen always conveys one or more beneficial effects + paired with one or more detrimental effects. Mutagens are polymorph effects, meaning + you can benefit from only one at a time. + name: Mutagen + type: Equipment +- descr: Oils are magical gels, ointments, pastes, or salves that are typically applied + to an object and are used up in the process. + name: Oil + type: Equipment +- descr: A potion is a magical liquid activated when you drink it. + name: Potion + type: Equipment +- descr: A scroll contains a single spell you can cast without a spell slot. + name: Scroll + type: Equipment +- descr: Traps typically made by rangers, snares follow special rules that allow them + to be constructed quickly and used on the battlefield. + name: Snare + type: Equipment +- descr: This magic item holds spells of a particular theme and allows a spellcaster + to cast additional spells by preparing the staff. + name: Staff + type: Equipment +- descr: An item with the structure trait creates a magical building or other structure + when activated. The item must be activated on a plot of land free of other structures. + The structure adapts to the natural terrain, adopting the structural requirements + for being built there. The structure adjusts around small features such as ponds + or spires of rock, but it can’t be created on water or other nonsolid surfaces. + If activated on snow, sand dunes, or other soft surfaces with a solid surface + underneath, the structure’s foundation (if any) reaches the solid ground. If an + item with this trait is activated on a solid but unstable surface, such as a swamp + or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, + the structure begins to sink or collapse. + name: Structure + type: Equipment +- descr: A talisman is a small object affixed to armor, a shield, or a weapon (called + the affixed item). You must be wielding or wearing an item to activate a talisman + attached to it. Once activated, a talisman burns out permanently. + name: Talisman + type: Equipment +- descr: A wand contains a single spell which you can cast once per day. + name: Wand + type: Equipment +- descr: These monitors are the self-styled defenders of reality. Traditional aeons + have dualistic natures and forms, and they hold a dichotomy of interests, though + axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate + via a strange telepathic hodgepodge of sensory sending called envisioning. + name: Aeon + type: Monster +- descr: An amphibious creature can breathe in water and in air, even outside of its + preferred environment, usually indenitely but at least for hours. These creatures + often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t + take the usual –2 penalty for being underwater. + name: Amphibious + type: Monster +- descr: Anadis are peaceful, reclusive humanoids who live deep within woodlands, + jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid + spiders covered in beautiful and distinctive markings of varying colors. + name: Anadi + type: Monster +- descr: This family of celestials is native to the plane of Nirvana. Most angels + are neutral good, have darkvision, and have a weakness to evil damage. + name: Angel + type: Monster +- descr: Aquatic creatures are at home underwater. Their bludgeoning and slashing + unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic + creatures can breathe water but not air. + name: Aquatic + type: Monster +- descr: Members of this family of celestials are the protectors of Heaven and are + lawful good. They have darkvision and a weakness to evil damage. + name: Archon + type: Monster +- descr: This family of celestials is native to Elysium. They are typically chaotic + good and have darkvision and a weakness to evil and cold iron. + name: Azata + type: Monster +- descr: Boggards are frog-like humanoids. They typically have darkvision. + name: Boggard + type: Monster +- descr: A ranged attack with this trait uses its Strength modifier instead of Dexterity + on the attack roll. + name: Brutal + type: Weapon +- descr: These subterranean people have darkvision, and some have powers to create + darkness. + name: Caligni + type: Monster +- descr: Catfolk are humanoids with feline features. + name: Catfolk + type: Monster +- descr: These humanoids are the children of hags and members of other humanoid ancestries. + name: Changeling + type: Monster +- descr: A family of fiends spawned on the desolate plane of Abaddon, most daemons + are neutral evil. They typically have darkvision and weakness to good damage. + name: Daemon + type: Monster +- descr: A family of fiends, demons hail from or trace their origins to the Abyss. + Most are irredeemably chaotic evil and have darkvision. + name: Demon + type: Monster +- descr: This family of humanoids are the descendants of fey creatures that fell into + darkness and confusion after being abandoned in the Darklands. They are immune + to confusion and vulnerable to sunlight. + name: Dero + type: Monster +- descr: A family of fiends from Hell, most devils are irredeemably lawful evil. They + typically have greater darkvision, immunity to fire, and telepathy. + name: Devil + type: Monster +- descr: These humanoids are the immortal offspring of vampires and members of other + ancestries. + name: Dhampir + type: Monster +- descr: These reptiles have survived from prehistoric times. + name: Dinosaur + type: Monster +- descr: Subterranean kin of the elves, drow typically have darkvision and inborn + magical abilities. + name: Drow + type: Monster +- descr: Subterranean kin of the dwarves, duergar typically have darkvision and immunity + to poison. They are not easily fooled by illusions. + name: Duergar + type: Monster +- descr: The diverse families of genies hold positions of prominence on the Elemental + Planes. They have powerful magical abilities. + name: Genie + type: Monster +- descr: Lost souls that haunt the world as incorporeal undead are called ghosts. + name: Ghost + type: Monster +- descr: Ghouls are vile undead creatures that feast on flesh. + name: Ghoul + type: Monster +- descr: Gnolls are humanoids that resemble hyenas. + name: Gnoll + type: Monster +- descr: Golems are a special type of construct. Golems are immune to almost all magic, + but most have a weakness to certain spells. + name: Golem + type: Monster +- descr: Cruel and mischievous fey, gremlins have acclimated to life on the Material + Plane. + name: Gremlin + type: Monster +- descr: These creatures are malevolent spellcasters who form covens. + name: Hag + type: Monster +- descr: These constructed aeons were created by the axiomites. Each type of inevitable + is dedicated to a specific task. Most inevitables have weakness to chaotic damage. + name: Inevitable + type: Monster +- descr: Kobolds are reptilian humanoids who are usually Small and typically have + darkvision. + name: Kobold + type: Monster +- descr: Leshys are small plant creatures, roughly humanoid in form. + name: Leshy + type: Monster +- descr: Lizardfolk are a family of reptilian humanoids. + name: Lizardfolk + type: Monster +- descr: These aquatic humanoids have an upper body similar to a human and a lower + body similar to a fish. + name: Merfolk + type: Monster +- descr: A mindless creature has either programmed or rudimentary mental attributes. + Most, if not all, of their mental ability modifiers are –5. They are immune to + all mental effects. + name: Mindless + type: Monster +- descr: A mummy is an undead creature created from a preserved corpse. + name: Mummy + type: Monster +- descr: The monster has mutated or evolved, granting it unusual benefits, drawbacks, + or both. + name: Mutant + type: Monster +- descr: undefined + name: Olfactory + type: Monster +- descr: A creature with this trait is a member of the orc ancestry. These green-skinned + people tend to have darkvision. An ability with this trait can be used or selected + only by orcs. An item with this trait is created and used by orcs. + name: Orc + type: Monster +- descr: Reincarnations of evil souls, rakshasas are fiends that live on the Material + Plane. + name: Rakshasa + type: Monster +- descr: Ratfolk are humanoids who resemble rats. + name: Ratfolk + type: Monster +- descr: Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense. + name: Sea Devil + type: Monster +- descr: This undead is made by animating a dead creature’s skeleton with negative + energy. + name: Skeleton + type: Monster +- descr: These constructs are mentally augmented by a fragment of a once-living creature’s + soul. + name: Soulbound + type: Monster +- descr: A family of diminutive winged fey with a strong connection to primal magic. + name: Sprite + type: Monster +- descr: A swarm is a mass or cloud of creatures that functions as one monster. Its + size entry gives the size of the entire mass, though for most swarms the individual + creatures that make up that mass are Tiny. A swarm can occupy the same space as + other creatures, and must do so in order to use its damaging action. A swarm typically + has weakness to effects that deal damage over an area (like area spells and splash + weapons). + name: Swarm + type: Monster +- descr: Tengu are humanoids who resemble birds. + name: Tengu + type: Monster +- descr: Trolls are giant, brutish creatures and are well known for their ability + to regenerate. + name: Troll + type: Monster +- descr: Undead creatures who thirst for blood, vampires are notoriously versatile + and hard to destroy. + name: Vampire + type: Monster +- descr: These shapechanging creatures either are naturally able to shift between + animal, humanoid, and hybrid forms or are afflicted with a curse that forces them + to shift involuntarily. + name: Werecreature + type: Monster +- descr: These subterranean reptilian creatures tend to have darkvision and smell + awful. + name: Xulgath + type: Monster +- descr: These undead are mindless rotting corpses that hunger for living flesh. + name: Zombie + type: Monster +- descr: This poison is delivered by contact with the skin. + name: Contact + type: Poison +- descr: This poison is delivered when drunk or eaten. + name: Ingested + type: Poison +- descr: This poison is delivered when breathed in. + name: Inhaled + type: Poison +- descr: This poison is delivered by damaging the recipient. + name: Injury + type: Poison +- descr: An effect with this trait delivers a poison or deals poison damage. An item + with this trait is poisonous and might cause an affliction. + name: Poison + type: Poison +- descr: 'Anything that doesn’t list another rarity trait (uncommon, rare, or unique) + automatically has the common trait. This rarity indicates that an ability, item, + or spell is available to all players who meet the prerequisites for it. A creature + of this rarity is generally known and can be summoned with the appropriate ' + name: Common + type: Rarity +- descr: This rarity indicates that a rules element is very difficult to find in the + game world. A rare feat, spell, item or the like is available to players only + if the GM decides to include it in the game, typically through discovery during + play. Creatures with this trait are rare. They typically can’t be summoned. The + DC of Recall Knowledge checks related to these creatures is increased by 5. + name: Rare + type: Rarity +- descr: Something of uncommon rarity requires special training or comes from a particular + culture or part of the world. Some character choices give access to uncommon options, + and the GM can choose to allow access for anyone. Less is known about uncommon + creatures than common creatures. They typically can’t be summoned. The DC of Recall + Knowledge checks related to these creature is increased by 2. + name: Uncommon + type: Rarity +- descr: A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge + checks related to creatures with this trait is increased by 10. + name: Unique + type: Rarity +- descr: Effects and magic items with this trait are associated with the abjuration + school of magic, typically involving protection or wards. + name: Abjuration + type: School +- descr: Effects and magic items with this trait are associated with the conjuration + school of magic, typically involving summoning, creation, teleportation, or moving + things from place to place. + name: Conjuration + type: School +- descr: The divination school of magic typically involves obtaining or transferring + information, or predicting events. + name: Divination + type: School +- descr: Effects and magic items with this trait are associated with the enchantment + school of magic, typically involving mind control, emotion alteration, and other + mental effects. + name: Enchantment + type: School +- descr: Effects and magic items with this trait are associated with the evocation + school of magic, typically involving energy and elemental forces. + name: Evocation + type: School +- descr: Effects and magic items with this trait are associated with the illusion + school of magic, typically involving false sensory stimuli. + name: Illusion + type: School +- descr: Effects and magic items with this trait are associated with the necromancy + school of magic, typically involving forces of life and death. + name: Necromancy + type: School +- descr: Effects and magic items with this trait are associated with the transmutation + school of magic, typically changing something’s form. + name: Transmutation + type: School +- descr: This magic comes from the arcane tradition, which is built on logic and rationality. + Anything with this trait is magical. + name: Arcane + type: Tradition +- descr: This magic comes from the divine tradition, drawing power from deities or + similar sources. Anything with this trait is magical. + name: Divine + type: Tradition +- descr: This magic comes from the occult tradition, calling upon bizarre and ephemeral + mysteries. Anything with this trait is magical. + name: Occult + type: Tradition +- descr: This magic comes from the primal tradition, connecting to the natural world + and instinct. Anything with this trait is magical. + name: Primal + type: Tradition +- descr: The multiple attack penalty you take with this weapon on the second attack + on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent + attacks in the turn. + name: Agile + type: Weapon +- descr: An attached weapon must be combined with another piece of gear to be used. + The trait lists what type of item the weapon must be attached to. You must be + wielding or wearing the item the weapon is attached to in order to attack with + it. For example, shield spikes are attached to a shield, allowing you to attack + with the spikes instead of a shield bash, but only if you’re wielding the shield. + An attached weapon is usually bolted onto or built into the item it’s attached + to, and typically an item can have only one weapon attached to it. An attached + weapon can be affixed to an item with 10 minutes of work and a successful DC 10 + Crafting check; this includes the time needed to remove the weapon from a previous + item, if necessary. If an item is destroyed, its attached weapon can usually be + salvaged. + name: Attached + type: Weapon +- descr: When you hit a flat-footed creature, this weapon deals 1 precision damage + in addition to its normal damage. The precision damage increases to 2 if the weapon + is a + name: Backstabber + type: Weapon +- descr: You can use the momentum from a missed attack with this weapon to lead into + your next attack. After missing with this weapon on your turn, you gain a +1 circumstance + bonus to your next attack with this weapon before the end of your turn. + name: Backswing + type: Weapon +- descr: On a critical hit, the weapon adds a weapon damage die of the listed size. + Roll this after doubling the weapon’s damage. This increases to two dice if the + weapon has a + name: Deadly + type: Weapon +- descr: You can use this weapon to Disarm with the Athletics skill even if you don’t + have a free hand. This uses the weapon’s reach (if different from your own) and + adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the + Athletics check. If you critically fail a check to Disarm using the weapon, you + can drop the weapon to take the effects of a failure instead of a critical failure. + On a critical success, you still need a free hand if you want to take the item. + name: Disarm + type: Weapon +- descr: Dwarves craft and use these weapons. + name: Dwarf + type: Weapon +- descr: Elves craft and use these weapons. + name: Elf + type: Weapon +- descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage + die increases to that die size instead of the normal die size, and the weapon + adds one additional damage die of the listed size. + name: Fatal + type: Weapon +- descr: '**Player**: You can use your Dexterity modifier instead of your Strength + modifier on attack rolls using this melee weapon. You still use your Strength + modifier when calculating damage. **Creature**: This melee attack is Dexterity-based. + Even if a weapon normally has the finesse trait, this trait is omittedi n the + Strike entry if the monster is applying its Strength.' + name: Finesse + type: Weapon +- descr: This weapon becomes more dangerous as you build momentum. When you attack + with it more than once on your turn, the second attack gains a circumstance bonus + to damage equal to the number of weapon damage dice, and each subsequent attack + gains a circumstance bonus to damage equal to double the number of weapon damage + dice. + name: Forceful + type: Weapon +- descr: This weapon doesn’t take up your hand, usually because it is built into your + armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your + free-hand weapon to wield other items, perform manipulate actions, and so on. + You can’t attack with a free-hand weapon if you’re wielding anything in that hand + or otherwise using that hand. When you’re not wielding anything and not otherwise + using the hand, you can use abilities that require you to have a hand free as + well as those that require you to be wielding a weapon in that hand. Each of your + hands can have only one free-hand weapon on it. + name: Free-Hand + type: Weapon +- descr: Gnomes craft and use these weapons. + name: Gnome + type: Weapon +- descr: Goblins craft and use these weapons. + name: Goblin + type: Weapon +- descr: You can use this weapon to Grapple with the Athletics skill even if you don’t + have a free hand. This uses the weapon’s reach (if different from your own) and + adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics + check. If you critically fail a check to Grapple using the weapon, you can drop + the weapon to take the effects of a failure instead of a critical failure. + name: Grapple + type: Weapon +- descr: Halflings craft and use these weapons. + name: Halfling + type: Weapon +- descr: The weapon is suited for mounted combat with a harness or similar means. + When mounted, if you moved at least 10 feet on the action before your attack, + add a circumstance bonus to damage for that attack equal to the number of damage + dice for the weapon. In addition, while mounted, you can wield the weapon in one + hand, changing the damage die to the listed value. + name: Jousting + type: Weapon +- descr: Many monks learn to use these weapons. + name: Monk + type: Weapon +- descr: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious + instead of kill them. You can use a nonlethal weapon to make a lethal attack with + a –2 circumstance penalty. + name: Nonlethal + type: Weapon +- descr: Orcs craft and use these weapons. + name: Orc + type: Weapon +- descr: This weapon can be used defensively to block attacks. While wielding this + weapon, if your proficiency with it is trained or better, you can spend an Interact + action to position your weapon defensively, gaining a +1 circumstance bonus to + AC until the start of your next turn. + name: Parry + type: Weapon +- descr: You add half your Strength modifier (if positive) to damage rolls with a + propulsive ranged weapon. If you have a negative Strength modifier, you add your + full Strength modifier instead. + name: Propulsive + type: Weapon +- descr: These attacks will either list a finite range or a range increment, which + follows the normal rules for range increments. + name: Range + type: Weapon +- descr: This weapon can be used to Trip with the + name: Ranged Trip + type: Weapon +- descr: Natural attacks with this trait can be used to attack creatures up to the + listed distance away instead of only adjacent creatures. + name: Reach + type: Weapon +- descr: You can use this weapon to Shove with the Athletics skill even if you don’t + have a free hand. This uses the weapon’s reach (if different from your own) and + adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics + check. If you critically fail a check to Shove using the weapon, you can drop + the weapon to take the effects of a failure instead of a critical failure. + name: Shove + type: Weapon +- descr: This weapon makes wide sweeping or spinning attacks, making it easier to + attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance + bonus to your attack roll if you already attempted to attack a different target + this turn using this weapon. + name: Sweep + type: Weapon +- descr: This weapon is attached to a length of rope or chain that allows you to retrieve + it after it has left your hand. If you have a free hand while wielding this weapon, + you can use an + name: Tethered + type: Weapon +- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength + modifier to damage just like a melee weapon does. When this trait appears on a + melee weapon, it also includes the range increment. Ranged weapons with this trait + use the range increment specified in the weapon’s Range entry. + name: Thrown + type: Weapon +- descr: You can use this weapon to Trip with the Athletics skill even if you don’t + have a free hand. This uses the weapon’s reach (if different from your own) and + adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics + check. If you critically fail a check to Trip using the weapon, you can drop the + weapon to take the effects of a failure instead of a critical failure. + name: Trip + type: Weapon +- descr: These weapons are used as a pair, complementing each other. When you attack + with a twin weapon, you add a circumstance bonus to the damage roll equal to the + weapon’s number of damage dice if you have previously attacked with a different + weapon of the same type this turn. The weapons must be of the same type to benefit + from this trait, but they don’t need to have the same runes. + name: Twin + type: Weapon +- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage + die to the indicated value. This change applies to all the weapon’s damage dice, + such as those from + name: Two-Hand + type: Weapon +- descr: An unarmed attack uses your body rather than a manufactured weapon. An unarmed + attack isn’t a weapon, though it’s categorized with weapons for weapon groups, + and it might have weapon traits. Since it’s part of your body, an unarmed attack + can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping + appendage follows the same rules as a free-hand weapon. + name: Unarmed + type: Weapon +- descr: A versatile weapon can be used to deal a different type of damage than that + listed in the Damage entry. This trait indicates the alternate damage type. For + instance, a piercing weapon that is versatile S can be used to deal piercing or + slashing damage. You choose the damage type each time you make an attack. + name: Versatile + type: Weapon +- descr: This ranged weapon is less effective at close distances. Your attacks against + targets that are at a distance within the range listed take a –2 penalty. + name: Volley + type: Weapon +- descr: Feats with the additive trait allow you to spend actions to add special substances + to bombs or elixirs. You can add only one additive to a single alchemical item, + and attempting to add another spoils the item. You can typically use actions with + the additive trait only when you’re creating an infused alchemical item, and some + can be used only with the Quick Alchemy action. The additive trait is always followed + by a level, such as additive 2. An additive adds its level to the level of the + alchemical item you’re modifying; the result is the new level of the mixture. + The mixture’s item level must be no higher than your advanced alchemy level. + name: Additive 1 + type: None +- descr: Feats with the additive trait allow you to spend actions to add special substances + to bombs or elixirs. You can add only one additive to a single alchemical item, + and attempting to add another spoils the item. You can typically use actions with + the additive trait only when you’re creating an infused alchemical item, and some + can be used only with the Quick Alchemy action. The additive trait is always followed + by a level, such as additive 2. An additive adds its level to the level of the + alchemical item you’re modifying; the result is the new level of the mixture. + The mixture’s item level must be no higher than your advanced alchemy level. + name: Additive 2 + type: None +- descr: Feats with the additive trait allow you to spend actions to add special substances + to bombs or elixirs. You can add only one additive to a single alchemical item, + and attempting to add another spoils the item. You can typically use actions with + the additive trait only when you’re creating an infused alchemical item, and some + can be used only with the Quick Alchemy action. The additive trait is always followed + by a level, such as additive 2. An additive adds its level to the level of the + alchemical item you’re modifying; the result is the new level of the mixture. + The mixture’s item level must be no higher than your advanced alchemy level. + name: Additive 3 + type: None +- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength + modifier to damage just like a melee weapon does. When this trait appears on a + melee weapon, it also includes the range increment. Ranged weapons with this trait + use the range increment specified in the weapon’s Range entry. + name: Thrown 10ft. + type: Weapon +- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength + modifier to damage just like a melee weapon does. When this trait appears on a + melee weapon, it also includes the range increment. Ranged weapons with this trait + use the range increment specified in the weapon’s Range entry. + name: Thrown 20ft. + type: Weapon +- descr: On a critical hit, the weapon adds a weapon damage die of the listed size. + Roll this after doubling the weapon’s damage. This increases to two dice if the + weapon has a + name: Deadly d8 + type: Weapon +- descr: On a critical hit, the weapon adds a weapon damage die of the listed size. + Roll this after doubling the weapon’s damage. This increases to two dice if the + weapon has a + name: Deadly d10 + type: Weapon +- descr: A versatile weapon can be used to deal a different type of damage than that + listed in the Damage entry. This trait indicates the alternate damage type. For + instance, a piercing weapon that is versatile S can be used to deal piercing or + slashing damage. You choose the damage type each time you make an attack. + name: Versatile S + type: Weapon +- descr: A versatile weapon can be used to deal a different type of damage than that + listed in the Damage entry. This trait indicates the alternate damage type. For + instance, a piercing weapon that is versatile S can be used to deal piercing or + slashing damage. You choose the damage type each time you make an attack. + name: Versatile P + type: Weapon +- descr: A versatile weapon can be used to deal a different type of damage than that + listed in the Damage entry. This trait indicates the alternate damage type. For + instance, a piercing weapon that is versatile S can be used to deal piercing or + slashing damage. You choose the damage type each time you make an attack. + name: Versatile B + type: Weapon +- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage + die to the indicated value. This change applies to all the weapon’s damage dice, + such as those from + name: Two-Hand d8 + type: Weapon +- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage + die to the indicated value. This change applies to all the weapon’s damage dice, + such as those from + name: Two-Hand d10 + type: Weapon +- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage + die to the indicated value. This change applies to all the weapon’s damage dice, + such as those from + name: Two-Hand d12 + type: Weapon +- descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage + die increases to that die size instead of the normal die size, and the weapon + adds one additional damage die of the listed size. + name: Fatal d8 + type: Weapon +- descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage + die increases to that die size instead of the normal die size, and the weapon + adds one additional damage die of the listed size. + name: Fatal d10 + type: Weapon +- descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage + die increases to that die size instead of the normal die size, and the weapon + adds one additional damage die of the listed size. + name: Fatal d12 + type: Weapon +- descr: The weapon is suited for mounted combat with a harness or similar means. + When mounted, if you moved at least 10 feet on the action before your attack, + add a circumstance bonus to damage for that attack equal to the number of damage + dice for the weapon. In addition, while mounted, you can wield the weapon in one + hand, changing the damage die to the listed value. + name: Jousting d6 + type: Weapon +- descr: This ranged weapon is less effective at close distances. Your attacks against + targets that are at a distance within the range listed take a –2 penalty. + name: Volley 30 ft. + type: Weapon +traittype: +- None +- Alignment +- Ancestry +- Armor +- Class +- Creature Type +- Elemental +- Energy +- Equipment +- Monster +- Poison +- Rarity +- School +- Tradition +- Weapon diff --git a/data/yaml/triggers.yaml b/data/yaml/triggers.yaml index 25ac65d..0d1baaf 100644 --- a/data/yaml/triggers.yaml +++ b/data/yaml/triggers.yaml @@ -1,57 +1,80 @@ trigger: - - An ally ends a move action adjacent to you. - - You fail a skill check or saving throw. - - You attempt a check using a skill you’re untrained in. - - You would be reduced to 0 Hit Points but not immediately killed. - - You attempt a saving throw against a spell or magical effect, before rolling. - - You bring a foe to 0 Hit Points. - - You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. - - You use Quick Alchemy to craft an alchemical item that has the elixer trait and is at least 2 levels lower than your advanced alchemy level. - - You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. - - You craft an elixer of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level. - - You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level. - - A foe within reach attempts to move away from you. - - You take damage and are capable of entering a rage. - - A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. - - Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature. - - A creature within your reach succeeds or critically succeeds at an attack against you. - - Your turn begins, and you are at half or fewer Hit Points. - - You fail or critically fail an attack roll or Will save. - - You attempt a save against a spell, before you roll. - - "A foe's attack against an ally matches the trigger for both your Shield Block reaction and your champion's reaction." - - You finish Casting a Spell using one of your divine spell slots on your turn. - - You critically hit a creature that is not on its home plane. - - An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack. - - An enemy hits you with a melee Strike. - - You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller. - - An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. - - A creature within your reach critically fails a Strike against you. - - An opponent casting a spell that targets you critically fails a speel attack roll against your AC. - - You complete the last action on your turn, and your turn has not ended yet. - - You roll initiative. - - You are the target of a physical ranged attack. - - "A creature within your reach uses a move action or leaves a square during a move action it's using." - - You are targeted with a melee attack by an attacker you can see. - - Your turn ends and you have a status penalty to your Speed or are immobilized or slowed. - - "An enemy's attack hits you or you fail a saving throw against an enemy’s ability." - - "Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it's using." - - You are about to roll a Perception or Survival check for initiative. - - You fail a check to Seek. - - A creature targets you with an attack and you can see the attacker. - - You reduce an enemy to 0 hit points. - - An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action. - - A trap within your reach is triggered. - - A creature within your melee reach is hit by a melee attack from one of your allies. - - The attack roll for a Strike targeting you fails or critically fails. - - An adjacent enemy begins to use a reaction. - - A physical attack would reduce you to 0 Hit Points. - - Your turn ends. - - You specify the trigger when your daily preparations(see Requirements). - - You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes. - - "You would be hit by an attack or targeted by an effect, or you are within an effect's area." - - A creature casts a spell that you have in your repertoire. - - A creature Casts a Spell that you have prepared. - - A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. - - While you have your shield raised, you would take damage from a physical attack. - - An adjacent creature you are hunting attempts to move away from you using an action that has the move trait. - - You attempt a saving throw against a magical effect, but you haven't rolled yet. +- An ally ends a move action adjacent to you. +- You fail a skill check or saving throw. +- You attempt a check using a skill you’re untrained in. +- You would be reduced to 0 Hit Points but not immediately killed. +- You attempt a saving throw against a spell or magical effect, before rolling. +- You bring a foe to 0 Hit Points. +- You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower + than your advanced alchemy level. +- You use Quick Alchemy to craft an alchemical item that has the elixer trait and + is at least 2 levels lower than your advanced alchemy level. +- You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower + than your advanced alchemy level. +- You craft an elixer of life using Quick Alchemy, and that elixir is at least 2 levels + lower than your advanced alchemy level. +- You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower + than your advanced alchemy level. +- A foe within reach attempts to move away from you. +- You take damage and are capable of entering a rage. +- A creature within your reach uses a manipulate action or a move action, makes a + ranged attack, or leaves a square during a move action it’s using. +- Your melee Strike kills a creature or knocks it unconscious, and another foe is + adjacent to that creature. +- A creature within your reach succeeds or critically succeeds at an attack against + you. +- Your turn begins, and you are at half or fewer Hit Points. +- You fail or critically fail an attack roll or Will save. +- You attempt a save against a spell, before you roll. +- A foe's attack against an ally matches the trigger for both your Shield Block reaction + and your champion's reaction. +- You finish Casting a Spell using one of your divine spell slots on your turn. +- You critically hit a creature that is not on its home plane. +- An opponent adjacent to you critically hits you with a melee weapon or melee unarmed + attack. +- An enemy hits you with a melee Strike. +- You use the Shield Block reaction, and the opponent that triggered Shield Block + is adjacent to you and is your size or smaller. +- An ally within your melee reach is hit by an attack, you can see the attacker, and + the ally gaining a +2 circumstance bonus to AC would turn the critical hit into + a hit or the hit into a miss. +- A creature within your reach critically fails a Strike against you. +- An opponent casting a spell that targets you critically fails a speel attack roll + against your AC. +- You complete the last action on your turn, and your turn has not ended yet. +- You roll initiative. +- You are the target of a physical ranged attack. +- A creature within your reach uses a move action or leaves a square during a move + action it's using. +- You are targeted with a melee attack by an attacker you can see. +- Your turn ends and you have a status penalty to your Speed or are immobilized or + slowed. +- An enemy's attack hits you or you fail a saving throw against an enemy’s ability. +- Your hunted prey is within your reach, and it uses a manipulate action, uses a move + action, or leaves a square during a move action it's using. +- You are about to roll a Perception or Survival check for initiative. +- You fail a check to Seek. +- A creature targets you with an attack and you can see the attacker. +- You reduce an enemy to 0 hit points. +- An adjacent foe moves away from you, and you can reach at least one space adjacent + to the foe with a Stride action. +- A trap within your reach is triggered. +- A creature within your melee reach is hit by a melee attack from one of your allies. +- The attack roll for a Strike targeting you fails or critically fails. +- An adjacent enemy begins to use a reaction. +- A physical attack would reduce you to 0 Hit Points. +- Your turn ends. +- You specify the trigger when your daily preparations(see Requirements). +- You successfully use Stealth to Hide and become hidden from all of your current + foes, or use Stealth to Sneak and become undetected to all your current foes. +- You would be hit by an attack or targeted by an effect, or you are within an effect's + area. +- A creature casts a spell that you have in your repertoire. +- A creature Casts a Spell that you have prepared. +- A creature within line of sight casts a spell that you don’t have prepared or in + your spell repertoire, or a trap or similar object casts such a spell. You must + be aware of the casting. +- While you have your shield raised, you would take damage from a physical attack. +- An adjacent creature you are hunting attempts to move away from you using an action + that has the move trait. +- You attempt a saving throw against a magical effect, but you haven't rolled yet.